add_namespace = nf_brotherhood
add_namespace = nf_brotherhood_communications
add_namespace = nf_brotherhood_foreign_elder
add_namespace = nf_brotherhood_council_reforms
add_namespace = nf_brotherhood_history
add_namespace = nf_brotherhood_arthur_maxson
add_namespace = nf_brotherhood_off_map_chapter_logic
add_namespace = nf_brotherhood_council_politics
add_namespace = nf_brotherhood_steel_rangers
add_namespace = nf_brotherhood_integrate_guardians
add_namespace = nf_brotherhood_hidden
add_namespace = nf_brotherhood_bunkered_divisions
add_namespace = nf_brotherhood_expeditions
add_namespace = nf_brotherhood_elh_events
add_namespace = nf_brotherhood_foreign_assistance
add_namespace = nf_brotherhood_operations
# Delivering Justice
country_event = {
	id = nf_brotherhood_history.1
	title = nf_brotherhood_history.1.t
	desc = nf_brotherhood_history.1.d
	picture = GFX_event_sub_generic_ghouls

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_history.1.a
		set_technology = { military_heritage_unlock_tech = 1 }
		custom_effect_tooltip = military_heritage_unlock_tech_tt												  
	}
}
# Exodus
country_event = {
	id = nf_brotherhood_history.2
	title = nf_brotherhood_history.2.t
	desc = nf_brotherhood_history.2.d
	picture = GFX_event_sub_generic_war_room

	is_triggered_only = yes

	option = { # 
		name = nf_brotherhood_history.2.a
		add_ideas = bos_platners_resolve_idea
		country_event = { 
			id = nf_brotherhood_history.10
		}
	}
}
# Words have Power
country_event = {
	id = nf_brotherhood_history.3
	title = nf_brotherhood_history.3.t
	desc = nf_brotherhood_history.3.d
	picture = GFX_event_MOJ_contact_the_west

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_history.3.a
		add_ideas = bos_shining_knights_of_the_future_idea
	}
}

# Chains that Bind, Hirachy
country_event = {
	id = nf_brotherhood_history.4
	title = nf_brotherhood_history.4.t
	desc = nf_brotherhood_history.4.d
	picture = GFX_event_hardin_ousting_mcnamara

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_history.4.a
		add_ideas = bos_bound_by_code_idea
	}
}
# NCR war
country_event = {
	id = nf_brotherhood_history.5
	title = nf_brotherhood_history.5.t
	desc = nf_brotherhood_history.5.d
	picture = GFX_event_ncr_trenches

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_history.5.a
		country_event = nf_brotherhood_history.6
		set_variable = {
			var = BOS_underground_administrative_capacity
			value = 2
		}
		hidden_effect = {
			remove_ideas = {
				bos_bound_by_code_idea
				bos_shining_knights_of_the_future_idea
				bos_platners_resolve_idea
			}
			add_ideas = {
				bos_brotherhood_of_steel_idea
			}
		}
		custom_effect_tooltip = consolidate_bos_starting_ideas_tt
	}
}

# Administrative capacity and underground construction tutorial
country_event = {
	id = nf_brotherhood_history.6
	title = nf_brotherhood_history.6.t
	desc = nf_brotherhood_history.6.d
	picture = GFX_event_mxc_our_home_in_maxson

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_history.6.a
		#set_country_flag = bos_administrative_decisions_enabled
		set_temp_variable = {
			BOS_underground_construction_slots_to_add = 5
		}
		bos_add_underground_construction_slots = yes
		add_political_power = 10					  
	}
}



# Paladins tutorial
country_event = {
	id = nf_brotherhood_history.7
	title = nf_brotherhood_history.7.t
	desc = nf_brotherhood_history.7.d
	picture = GFX_event_sub_generic_computer_scav

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_history.7.a
		effect_tooltip = {
			country_event = nf_brotherhood_history.9
		}
		hidden_effect = {
			country_event = {
				id = nf_brotherhood_hidden.1
				days = 7
			}
		}
	}
}

# Knights tutorial
country_event = {
	id = nf_brotherhood_history.8
	title = nf_brotherhood_history.8.t
	desc = nf_brotherhood_history.8.d
	picture = GFX_event_sub_generic_computer_scav

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_history.8.a
		swap_ideas = {
			remove_idea = scribecouncil
			add_idea = scribecouncil_2
		}
		set_technology = { knights_unlock_tech = 1 }
	}
}

# Scribes tutorial
country_event = {
	id = nf_brotherhood_history.9
	title = nf_brotherhood_history.9.t
	desc = nf_brotherhood_history.9.d
	picture = GFX_event_sub_generic_computer_scav

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_history.9.a
		add_ideas = scribecouncil
		set_technology = { scribes_unlock_tech = 1 }
		effect_tooltip = {
			country_event = nf_brotherhood_history.8
		}
		hidden_effect = {
			country_event = {
				id = nf_brotherhood_hidden.2
				days = 7
			}
		}
	}
}

# The Choice
country_event = { 
	id = nf_brotherhood_history.10
	title = nf_brotherhood_history.10.t
	desc = nf_brotherhood_history.10.d
	picture = GFX_event_power_armor_firefight
	fire_only_once = yes
	is_triggered_only = yes

	option = { # 
		name = nf_brotherhood_history.10.a
		add_equipment_to_stockpile = { type = plasma_equipment_1 amount = 50 producer = USA }
		add_equipment_to_stockpile = { type = energy_equipment_3 amount = 125 producer = USA }
		add_equipment_to_stockpile = { type = explosive_demolitions_equipment_4 amount = 75 producer = USA }
	}
	option = { # We picked up survivors along the way
		name = nf_brotherhood_history.10.b
		add_manpower = 800
	}
}

# Navarro Salvage
country_event = { 
	id = nf_brotherhood_history.11
	title = nf_brotherhood_history.11.t
	desc = nf_brotherhood_history.11.d
	picture = GFX_event_paladin_punching_enclave
	fire_only_once = yes
	is_triggered_only = yes

	option = {
		name = nf_brotherhood_history.11.a
		add_equipment_to_stockpile = { type = vb_transport_plane_equipment amount = 50 producer = USA }
		add_equipment_to_stockpile = { type = plasma_equipment_1 amount = 125 producer = USA }
		add_equipment_to_stockpile = { type = energy_fireteam_equipment_3 amount = 70 producer = USA }
		}
	}

country_event = {
	id = nf_brotherhood_history.12
	title = nf_brotherhood_history.12.t
	desc = nf_brotherhood_history.12.d
	picture = GFX_event_camp_alpha
	fire_only_once = yes
	is_triggered_only = yes

	option = {
		name = nf_brotherhood_history.12.a
		custom_effect_tooltip = bos_sentinels_tt
		hidden_effect = {
			load_oob = Sentinels 
		}
	}
}

country_event = {
	id = nf_brotherhood_history.13
	title = nf_brotherhood_history.13.t
	desc = nf_brotherhood_history.13.d
	picture = GFX_event_power_armor_armory
	fire_only_once = yes
	is_triggered_only = yes
	
	option = {
		name = nf_brotherhood_history.13.a
		add_equipment_to_stockpile = {
			type = power_armor_equipment_4
			amount = 300
			producer = USA
		}
		add_tech_bonus = {
				name = bos_nf_powerarmourdevelop
				bonus = 0.75
				uses = 1
				category = power_armor_tech_category
			}
	}
}

country_event = {
	id = nf_brotherhood_history.14
	title = nf_brotherhood_history.14.t
	desc = nf_brotherhood_history.14.d 
	picture = GFX_event_brotherhood_training
	fire_only_once = yes
	is_triggered_only = yes

	option = {
		name = nf_brotherhood_history.14.a 
			custom_effect_tooltip = bos_paladin_generals_tt
			add_corps_commander_role = {
				character = BOS_Paladin_Davidson
				traits = { agile_trait lucky_trait pain_train_trait eye_for_eye_trait brotherhood_commander_trait }
				skill = 4
				attack_skill = 3
				defense_skill = 5
				planning_skill = 5
				logistics_skill = 4
			} 
			add_corps_commander_role = { 
				character = BOS_Paladin_Creed 
				traits = { strong_trait enduring_trait pain_train_trait bloody_mess_trait stubborn_trait brotherhood_commander_trait }
				skill = 5
				attack_skill = 5
				defense_skill = 3
				planning_skill = 4
				logistics_skill = 3
			}
			add_corps_commander_role = { 
				character = BOS_Paladin_Tullius 
				traits = { strong_trait intelligent_trait life_giver_trait bunker_kid_trait brotherhood_commander_trait }
				skill = 4
				attack_skill = 3
				defense_skill = 3
				planning_skill = 6
				logistics_skill = 5
			}
			add_corps_commander_role = {
				character = BOS_Paladin_Jackson 
				traits = { strong_trait perceptive_trait lucky_trait inspirational_trait brotherhood_commander_trait }
				skill = 4
				attack_skill = 3
				defense_skill = 3
				planning_skill = 4
				logistics_skill = 2
			}
	}
}

country_event = {
	id = nf_brotherhood_history.15
	title = nf_brotherhood_history.15.t
	desc = nf_brotherhood_history.15.d 
	picture = GFX_event_rhombus_amused
	fire_only_once = yes
	is_triggered_only = yes

	option = {
		name = nf_brotherhood_history.15.a
			custom_effect_tooltip = bos_junior_knights_tt
			add_corps_commander_role = {
				character = BOS_Knight_Sgt_Cassius
				traits = { strong_trait agile_trait pain_train_trait inspirational_trait gun_nut_trait brotherhood_commander_trait }
				skill = 3
				attack_skill = 5
				defense_skill = 2
				planning_skill = 3
				logistics_skill = 2
			}
			add_corps_commander_role = {
				character = BOS_Knight_Sgt_Guerrero
				traits = { strong_trait lucky_trait pain_train_trait nerves_of_steel_trait bunker_kid_trait brotherhood_commander_trait }
				skill = 3
				attack_skill = 4
				defense_skill = 2
				planning_skill = 3
				logistics_skill = 4
			}
			add_corps_commander_role = {
				character = BOS_Knight_Sgt_Martinez 
				traits = { enduring_trait charismatic_trait gun_nut_trait bunker_kid_trait brotherhood_commander_trait }
				skill = 3
				attack_skill = 4
				defense_skill = 3
				planning_skill = 5
				logistics_skill = 3
			}
	}
}

country_event = {
	id = nf_brotherhood_history.16
	title = nf_brotherhood_history.16.t
	desc = nf_brotherhood_history.16.d 
	picture = GFX_event_cabbot_amused
	fire_only_once = yes
	is_triggered_only = yes

	option = {
		name = nf_brotherhood_history.16.a 
			custom_effect_tooltip = bos_quartermasters_tt
			add_corps_commander_role = {
				character = BOS_Knight_Cpt_Price 
				traits = { strong_trait intelligent_trait commando_trait here_and_now_trait bunker_kid_trait brotherhood_commander_trait }
				skill = 3
				attack_skill = 3
				defense_skill = 4
				planning_skill = 3
				logistics_skill = 6
			}
			add_corps_commander_role = {
				character = BOS_Knight_Cpt_Thompson 
				traits = { intelligent_trait lucky_trait logistics_wizard bunker_kid_trait brotherhood_commander_trait }
				skill = 3
				attack_skill = 4
				defense_skill = 3
				planning_skill = 6
				logistics_skill = 4
			}
	}
}

country_event = {
	id = nf_brotherhood_history.17
	title = nf_brotherhood_history.17.t 
	desc = nf_brotherhood_history.17.d 
	picture = GFX_event_paladin_danse_fighting_ghouls
	fire_only_once = yes
	is_triggered_only = yes

	option = {
		name = nf_brotherhood_history.17.a 
			custom_effect_tooltip = bos_star_paladins_tt
			add_field_marshal_role = {
				character = BOS_Star_Paladin_Armstrong 
				traits = { perceptive_trait inspirational_trait charismatic_trait nerves_of_steel_trait ferocious_loyalty_trait brotherhood_commander_trait }
				skill = 6
				attack_skill = 6
				defense_skill = 4
				planning_skill = 5
				logistics_skill = 3
			}
			add_field_marshal_role = { 
				character = BOS_Star_Paladin_Edwards 
				traits = { perceptive_trait intelligent_trait logistics_wizard bunker_kid_trait smooth_talker_trait brotherhood_commander_trait }
				skill = 6
				attack_skill = 3
				defense_skill = 3
				planning_skill = 5
				logistics_skill = 6
			}
	}
}

country_event = {
	id = nf_brotherhood_history.18
	title = nf_brotherhood_history.18.t 
	desc = nf_brotherhood_history.18.d 
	picture = GFX_event_power_armor_crush_contraband
	fire_only_once = yes
	is_triggered_only = yes

	option = {
		name = nf_brotherhood_history.18.a 
			custom_effect_tooltip = bos_senior_knights_tt
			add_corps_commander_role = {
				character = BOS_Knight_Major_Anderson 
				traits = { agile_trait charismatic_trait robotics_expert_trait urban_assault_specialist brotherhood_commander_trait }
				skill = 4
				attack_skill = 4
				defense_skill = 3
				planning_skill = 5
				logistics_skill = 1
			}
			add_corps_commander_role = { 
				character = BOS_Knight_Sgt_Johnson 
				traits = { strong_trait charismatic_trait inspirational_trait expert_improviser pain_train_trait brotherhood_commander_trait }
				skill = 4
				attack_skill = 5
				defense_skill = 4
				planning_skill = 5
				logistics_skill = 3
			}
			add_corps_commander_role = {
				character = BOS_Knight_Lt_Carter
				traits = { enduring_trait intelligent_trait inspirational_trait local_leader_trait brotherhood_commander_trait }
				skill = 4
				attack_skill = 3
				defense_skill = 4
				planning_skill = 3
				logistics_skill = 6
			}
	}
}

country_event = {
	id = nf_brotherhood_history.19
	title = nf_brotherhood_history.19.t 
	desc = nf_brotherhood_history.19.d 
	picture = GFX_event_scout_commanders
	fire_only_once = yes
	is_triggered_only = yes

	option = {
		name = nf_brotherhood_history.19.a 
			add_corps_commander_role = {
				character = BOS_Scout_Commander_Foster 
				traits = { strong_trait agile_trait charismatic_trait sniper_trait stubborn_trait brotherhood_commander_trait }
				skill = 3
				attack_skill = 4
				defense_skill = 2
				planning_skill = 3
				logistics_skill = 2
			}
			add_corps_commander_role = {
				character = BOS_Scout_Commander_Lee 
				traits = { intelligent_trait agile_trait lucky_trait enduring_trait sniper_trait brotherhood_commander_trait }
				skill = 3
				attack_skill = 2
				defense_skill = 5
				planning_skill = 2
				logistics_skill = 4
			}
	}
}

country_event = {
	id = nf_brotherhood_expeditions.14
	title = nf_brotherhood_expeditions.14.t
	desc = nf_brotherhood_expeditions.14.d 
	picture = GFX_event_oregon_expedition
	is_triggered_only = yes

	option = {
		name = nf_brotherhood_expeditions.14.a 
		custom_effect_tooltip = bos_oregon_expedition_tt
		bos_smart_delayed_expedition_small = yes
		hidden_effect = {
			load_oob = oregonexpedition
		}
	}
}

country_event = {
	id = nf_brotherhood_off_map_chapter_logic.1
	title = nf_brotherhood_off_map_chapter_logic.1.t
	desc = nf_brotherhood_off_map_chapter_logic.1.d
	picture = GFX_event_BOS_bunker_door

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_off_map_chapter_logic.1.a
		BLS = {
			set_country_flag = bls_shephard
			set_country_flag = bos_offmap_chapter_died
		}
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus
		custom_effect_tooltip = bos_nf_bls_shephards_conquest
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus_closer
	}
}

country_event = {
	id = nf_brotherhood_off_map_chapter_logic.2
	title = nf_brotherhood_off_map_chapter_logic.2.t
	desc = nf_brotherhood_off_map_chapter_logic.2.d
	picture = GFX_event_BOS_bunker_door

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_off_map_chapter_logic.2.a
		BLS = {
			set_country_flag = bls_enclave
			set_country_flag = bos_offmap_chapter_died
		}
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus
		custom_effect_tooltip = bos_nf_bls_edens_victory
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus_closer
	}
}

country_event = {
	id = nf_brotherhood_off_map_chapter_logic.3
	title = nf_brotherhood_off_map_chapter_logic.3.t
	desc = nf_brotherhood_off_map_chapter_logic.3.d
	picture = GFX_event_BOS_bunker_door

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_off_map_chapter_logic.3.a
		BLS = {
			set_country_flag = bls_project_purity
		}
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus
		custom_effect_tooltip = bos_nf_bls_dominion_over_dc
		custom_effect_tooltip = bos_nf_bls_the_anchorage_simulation
		custom_effect_tooltip = bos_nf_bls_lyons_libery_prime_archives
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus_closer
	}
}

country_event = {
	id = nf_brotherhood_off_map_chapter_logic.4
	title = nf_brotherhood_off_map_chapter_logic.4.t
	desc = nf_brotherhood_off_map_chapter_logic.4.d
	picture = GFX_event_BOS_bunker_door

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_off_map_chapter_logic.4.a
		trigger = {
			BLS = {
				NOT = { has_character = bls_sarah_leader }
			}
		}
		BLS = {
			set_country_flag = bls_mended_outcasts
			set_country_flag = bls_sarah_leader
		}
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus
		custom_effect_tooltip = bos_nf_bls_sarahs_rise
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus_closer
	}
	option = {
		name = nf_brotherhood_off_map_chapter_logic.4.b
		trigger = {
			BLS = {
				has_character = BOS_arthur_maxson
			}
		}
		BLS = {
			set_country_flag = bls_mended_outcasts
			set_country_flag = bls_arthur_leader
		}
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus
		custom_effect_tooltip = bos_nf_bls_the_hero_of_man
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus_closer
	}
}

country_event = {
	id = nf_brotherhood_off_map_chapter_logic.5
	title = nf_brotherhood_off_map_chapter_logic.5.t
	desc = nf_brotherhood_off_map_chapter_logic.5.d
	picture = GFX_event_BOS_bunker_door

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_off_map_chapter_logic.5.a
		BLS = {
			set_country_flag = bls_boston
		}
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus
		custom_effect_tooltip = bos_nf_bls_victory_in_the_commonwealth
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus_closer
	}
}

country_event = {
	id = nf_brotherhood_off_map_chapter_logic.6
	title = nf_brotherhood_off_map_chapter_logic.6.t
	desc = nf_brotherhood_off_map_chapter_logic.6.d
	picture = GFX_event_BOS_bunker_door

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_off_map_chapter_logic.6.a
		BLS = {
			set_country_flag = bos_offmap_chapter_died
		}
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus
		custom_effect_tooltip = bos_nf_bls_mankind_redefined
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus_closer
	}
}

country_event = {
	id = nf_brotherhood_off_map_chapter_logic.7
	title = nf_brotherhood_off_map_chapter_logic.7.t
	desc = nf_brotherhood_off_map_chapter_logic.7.d
	picture = GFX_event_BOS_bunker_door

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_off_map_chapter_logic.7.a
		BLS = {
			set_country_flag = bls_outcasts
		}
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus
		custom_effect_tooltip = bos_nf_bls_outcasts_triumphant
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus_closer
	}
}

country_event = {
	id = nf_brotherhood_off_map_chapter_logic.8
	title = nf_brotherhood_off_map_chapter_logic.8.t
	desc = nf_brotherhood_off_map_chapter_logic.8.d
	picture = GFX_event_BOS_bunker_door

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_off_map_chapter_logic.8.a
		BMW = {
			set_country_flag = bos_offmap_chapter_died
		}
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus
		custom_effect_tooltip = bos_nf_ending_the_dream
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus_closer
	}
}

country_event = {
	id = nf_brotherhood_off_map_chapter_logic.9
	title = nf_brotherhood_off_map_chapter_logic.9.t
	desc = nf_brotherhood_off_map_chapter_logic.9.d
	picture = GFX_event_BOS_bunker_door

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_off_map_chapter_logic.9.a
		BMW = {
			set_country_flag = bmw_won
		}
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus
		custom_effect_tooltip = bos_nf_chicagos_reclaimation
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus_closer
	}
}

country_event = {
	id = nf_brotherhood_off_map_chapter_logic.10
	title = nf_brotherhood_off_map_chapter_logic.10.t
	desc = nf_brotherhood_off_map_chapter_logic.10.d
	picture = GFX_event_BOS_bunker_door

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_off_map_chapter_logic.10.a
		BGF = {
			set_country_flag = bgf_won
		}
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus
		custom_effect_tooltip = bos_nf_bgf_dominion_over_the_peninsula
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus_closer
	}
}

country_event = {
	id = nf_brotherhood_off_map_chapter_logic.11
	title = nf_brotherhood_off_map_chapter_logic.11.t
	desc = nf_brotherhood_off_map_chapter_logic.11.d
	picture = GFX_event_BOS_bunker_door

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_off_map_chapter_logic.11.a
		BGF = {
			set_country_flag = bos_offmap_chapter_died
		}
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus
		custom_effect_tooltip = bos_nf_bgf_run_down
		custom_effect_tooltip = nf_brotherhood_off_map_chapter_logic.can_do_focus_closer
	}
}

country_event = {
	id = nf_brotherhood_arthur_maxson.1
	title = nf_brotherhood_arthur_maxson.1.t
	desc = nf_brotherhood_arthur_maxson.1.d
	picture = GFX_event_sub_generic_computer_scav

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_arthur_maxson.1.a
		custom_effect_tooltip = nf_brotherhood_arthur_maxson.1.a.tt
		set_country_flag = kept_arthur_here
	}
	option = {
		name = nf_brotherhood_arthur_maxson.1.b
		BOS_arthur_maxson = {
			set_nationality = BLS
		}
	}
}

country_event = {
	id = nf_brotherhood_arthur_maxson.2
	title = nf_brotherhood_arthur_maxson.2.t
	desc = nf_brotherhood_arthur_maxson.2.d
	picture = GFX_event_sub_generic_computer_scav

	fire_only_once = yes

	mean_time_to_happen = {
		days = 60
	}
	trigger = {
		original_tag = BOS
		NOT = { has_country_flag = kept_arthur_here }
		date > 2277.01.01
		has_character = BOS_arthur_maxson
		NOT = {
			BLS = {
				has_country_flag = bos_offmap_chapter_died
			}
		}
	}
	option = {
		name = nf_brotherhood_arthur_maxson.2.a
		BOS_arthur_maxson = {
			set_nationality = BLS
		}
		unlock_national_focus = bos_nf_the_line_of_succession
	}
}
country_event = {
	id = nf_brotherhood_arthur_maxson.3
	title = nf_brotherhood_arthur_maxson.3.t
	desc = nf_brotherhood_arthur_maxson.3.d
	picture = GFX_event_sub_generic_computer_scav

	fire_only_once = yes

	mean_time_to_happen = {
		days = 180
	}
	trigger = {
		has_character = BOS_arthur_maxson
		date > 2285.01.01
	}
	option = {
		name = nf_brotherhood_arthur_maxson.3.a
		BOS_arthur_maxson = {
			add_corps_commander_role = {
				traits={ perceptive_trait intelligent_trait brotherhood_commander_trait}
				skill = 4
				attack_skill = 2
				defense_skill = 3
				planning_skill = 3
				logistics_skill = 5
			}
		}
	}
}

#Waste of time to do major arthur coding from BLS side for 4.0.

# A foreign elder - essentially appointing a foreign leader high elder instead of one of your own.
country_event = {
	id = nf_brotherhood_foreign_elder.1
	title = nf_brotherhood_foreign_elder.1.t
	desc = nf_brotherhood_foreign_elder.1.d
	picture = GFX_event_BOS_bunker_door

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_foreign_elder.1.a
		#Foreign Elder path - use lost hills tree - we annex into lost hills
		custom_effect_tooltip = nf_brotherhood_foreign_elder.1.a.tt
		PREV = {
			every_character = {
				set_nationality = BOS
			}
			every_unit_leader = {
				set_nationality = BOS
			}
			every_navy_leader = {
				set_nationality = BOS
			}
			every_owned_state = {
				limit = {
					is_core_of = PREV
				}
				add_core_of = BOS
			}
		}
		ai_chance = {
			base = 100
		}
		effect_tooltip = {
			add_country_leader_trait = bos_absolute_brotherhood_high_elder
		}
		if = {
			limit = {
				THIS = { is_ai = no }
			}
			BOS = { change_tag_from = PREV }
		}
		BOS = {
			country_event = {
				id = nf_brotherhood_foreign_elder.2
				days = 1
			}
		}
	}
	option = {
		name = nf_brotherhood_foreign_elder.1.b
		ai_chance = {
			base = 0
		}
		custom_effect_tooltip = nf_brotherhood_foreign_elder.1.b.tt
		#Foreign Elder path - use old tree - Lost Hills annexes into them
		ROOT = {
			every_character = {
				set_nationality = PREV.PREV
			}
			every_unit_leader = {
				set_nationality = PREV.PREV
			}
			every_navy_leader = {
				set_nationality = PREV.PREV
			}
			every_owned_state = {
				limit = {
					is_core_of = ROOT
				}
				add_core_of = PREV.PREV
			}
		}
		add_country_leader_trait = bos_absolute_brotherhood_high_elder
		annex_country = {
			target = BOS
			transfer_troops = yes
		}
	}
	option = {
		name = nf_brotherhood_foreign_elder.1.c
		ai_chance = {
			base = 0
		}
		#No thanks
		add_political_power = 50
	}
}

country_event = {
	id = nf_brotherhood_foreign_elder.2
	title = nf_brotherhood_foreign_elder.2.t
	desc = nf_brotherhood_foreign_elder.2.d
	picture = GFX_event_BOS_bunker_door

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_foreign_elder.2.a
		log = "[GetDateText]: [This.GetName] WARNING: ENTERING DANGEROUS CODE from 'nf_brotherhood_foreign_elder.2'"
		#God I wish clauswitz would add switch statements I feel like yanderedev coding these
		BOS = {
			FROM = {
				random_character = {
					limit = {
						is_country_leader = yes
					}

					#The dangerous part
					#
					# DANGER ZONE
					#
					#The dangerous part

					set_nationality = ROOT

					#The dangerous Part
					#
					# Leaving the DANGER ZONE
					#
					#The dangerous part

					add_country_leader_trait = bos_absolute_brotherhood_high_elder
				}
			}
		}
		hidden_effect = {
			BOS = {
				FROM = {
					PREV = {
						copy_tech_from_prev = yes
					}
				}
				FROM = {
					PREV = {
						copy_tech_exclusives_from_prev = yes
					}
				}
			}
			FROM = {
				every_subject_country = {
					end_puppet = PREV
					BOS = { puppet = PREV }
					d_join_western_brotherhood_of_steel  = yes
				}
			}
		}
		if = {
			limit = {
				FROM = { has_government = elites }
			}
			set_politics = {
				ruling_party = elites
				elections_allowed = no
			}
			set_popularities = {
				elites = 100
				ruler = 0
				intellectuals = 0
				people = 0
			}
			set_temp_variable = { temp_BOS_drift_add = 1 }
			bos_set_elites_drift = yes
			set_temp_variable = { temp_BOS_drift_add = 0 }
			bos_set_ruler_drift = yes
			set_temp_variable = { temp_BOS_drift_add = 0 }
			bos_set_intellectuals_drift = yes
			set_temp_variable = { temp_BOS_drift_add = 0 }
			bos_set_people_drift = yes
			retire_country_leader = yes				  
		}
		else_if = {
			limit = {
				FROM = { has_government = ruler }
			}
			set_politics = {
				ruling_party = ruler
				elections_allowed = no
			}
			set_popularities = {
				elites = 0
				ruler = 100
				intellectuals = 0
				people = 0
			}
			set_temp_variable = { temp_BOS_drift_add = 0 }
			bos_set_elites_drift = yes
			set_temp_variable = { temp_BOS_drift_add = 1 }
			bos_set_ruler_drift = yes
			set_temp_variable = { temp_BOS_drift_add = 0 }
			bos_set_intellectuals_drift = yes
			set_temp_variable = { temp_BOS_drift_add = 0 }
			bos_set_people_drift = yes
			retire_country_leader = yes				  
		}
		else_if = {
			limit = {
				FROM = { has_government = intellectuals }
			}
			set_politics = {
				ruling_party = intellectuals
				elections_allowed = no
			}
			set_popularities = {
				elites = 0
				ruler = 0
				intellectuals = 100
				people = 0
			}
			set_temp_variable = { temp_BOS_drift_add = 0 }
			bos_set_elites_drift = yes
			set_temp_variable = { temp_BOS_drift_add = 0 }
			bos_set_ruler_drift = yes
			set_temp_variable = { temp_BOS_drift_add = 1 }
			bos_set_intellectuals_drift = yes
			set_temp_variable = { temp_BOS_drift_add = 0 }
			bos_set_people_drift = yes
			retire_country_leader = yes				  
		}
		else_if = {
			limit = {
				FROM = { has_government = people }
			}
			set_politics = {
				ruling_party = people
				elections_allowed = no
			}
			set_popularities = {
				elites = 0
				ruler = 0
				intellectuals = 0
				people = 100
			}
			set_temp_variable = { temp_BOS_drift_add = 0 }
			bos_set_elites_drift = yes
			set_temp_variable = { temp_BOS_drift_add = 0 }
			bos_set_ruler_drift = yes
			set_temp_variable = { temp_BOS_drift_add = 0 }
			bos_set_intellectuals_drift = yes
			set_temp_variable = { temp_BOS_drift_add = 1 }
			bos_set_people_drift = yes
			retire_country_leader = yes
		}
		BOS = {
			annex_country = {
				target = FROM
				transfer_troops = yes
			}
		}
		BOS = {
			FROM = {
				every_character = {
					set_nationality = BOS
				}
				every_unit_leader = {
					set_nationality = BOS
				}
				every_navy_leader = {
					set_nationality = BOS
				}
			}
		}
		every_state = {
			limit = {
				is_core_of = FROM
			}
			add_compliance = 50
		}
		log = "[GetDateText]: [This.GetName] 'nf_brotherhood_foreign_elder.2' Succesfully Resolved"
	}
}


country_event = {
	id = nf_brotherhood_communications.1
	title = nf_brotherhood_communications.1.t
	desc = {
		text = nf_brotherhood_communications.1.d
		trigger = {
			NOT = { original_tag = GRD }
			if = {
				limit = {
					original_tag = SHI
				}
				has_country_flag = san_francisco_chapter_established
			}
		}
	}
	desc = {
		text = nf_brotherhood_communications.1.d.grd
		trigger = {
			original_tag = GRD
		}
	}
	desc = {
		text = nf_brotherhood_communications.1.d.shi
		trigger = {
			tag = SHI
			NOT = { has_country_flag = san_francisco_chapter_established }
		}
	}
	picture = GFX_event_BOS_desert_patrol

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_communications.1.a
		add_political_power = 75
		add_stability = 0.01
		add_opinion_modifier = {
			target = BOS
			modifier = bos_chapter_assisted
		}
		BOS = {
			add_opinion_modifier = {
				target = ROOT
				modifier = bos_chapter_assisted
			}
			add_ai_strategy = {
				type = befriend
				id = ROOT
				value = 25
			}
			add_ai_strategy = {
				type = befriend
				id = BOS
				value = 50
			}
		}
	}
}
country_event = {
	id = nf_brotherhood_communications.2
	title = nf_brotherhood_communications.2.t
	desc = nf_brotherhood_communications.2.d
	picture = GFX_event_BOS_desert_patrol

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_communications.2.a
			add_equipment_to_stockpile = {
				type = power_armor_equipment_4
				amount = 250
				producer = USA
				}
			add_equipment_to_stockpile = {
				type = energy_equipment_3
				amount = 500
				producer = USA
				}			
			if = {
				limit = {
				is_ai = yes
				}
				add_equipment_to_stockpile = {
					type = power_armor_equipment_4
					amount = 350
					producer = USA
					}
				add_equipment_to_stockpile = {
					type = energy_equipment_3
					amount = 600
					producer = USA
					}		
			}
			add_ai_strategy = {
				type = befriend	# Stacks with bonus from nf_brotherhood_communications.1
				id = BOS
				value = 25
			}
			add_ai_strategy = {
				type = support
				id = BOS
				value = 50
			}
			ai_chance = {
				base = 1
			}
	}
}
country_event = {
	id = nf_brotherhood_communications.3
	title = nf_brotherhood_communications.3.t
	desc = nf_brotherhood_communications.3.d
	picture = GFX_event_BOS_desert_patrol

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_communications.3.a
		add_equipment_to_stockpile = {
			type = power_armor_equipment_4
			amount = 75
			producer = USA
		}
		add_equipment_to_stockpile = {
			type = energy_equipment_3
			amount = 75
			producer = USA
		}
		add_ai_strategy = {
			type = befriend
			id = BOS
			value = 25
		}
	}
}
country_event = {
	id = nf_brotherhood_communications.4
	title = nf_brotherhood_communications.4.t
	desc = nf_brotherhood_communications.4.d
	picture = GFX_event_BOS_desert_patrol

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_communications.4.a
		285 = {
			damage_building = {
				type = infrastructure
				damage = 1
			}
		}
		set_temp_variable = { caps_to_add = -5 }
		add_caps = yes
	}
}

#notify San Francisco You're getting free XP
country_event = {
	id = nf_brotherhood_communications.5
	title = nf_brotherhood_communications.5.t
	desc = nf_brotherhood_communications.5.d
	picture = GFX_event_SHI_shitown

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_communications.5.a
		SHI = {
			air_experience = +25
		}
	}
	option = {
		name = nf_brotherhood_communications.5.b
		SHI = {
			army_experience = +10
		}
	}
	option = {
		name = nf_brotherhood_communications.5.c
		SHI = {
			add_political_power = +25
		}
	}
}

#notify GRD the brotherhood's takin thar guns!
country_event = {
	id = nf_brotherhood_communications.6
	title = nf_brotherhood_communications.6.t
	desc = nf_brotherhood_communications.6.d
	picture = GFX_event_sub_generic_war_room

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_communications.6.a
		GRD = {
		set_temp_variable = { caps_to_add = 30 }
		add_caps = yes
		}
	}
	option = {
		name = nf_brotherhood_communications.6.b
		GRD = {
		army_experience = +10
		}
	}
	option = {
		name = nf_brotherhood_communications.6.c
		GRD = {
		add_political_power = +25
		}
	}
}
country_event = {
	id = nf_brotherhood_communications.7
	title = nf_brotherhood_communications.7.t
	desc = nf_brotherhood_communications.7.d
	picture = GFX_event_BOS_desert_patrol

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_communications.7.a
		add_equipment_to_stockpile = {
			type = power_armor_equipment_3
			amount = 250
			producer = USA
			}
		add_equipment_to_stockpile = {
			type = energy_equipment_2
			amount = 500
			producer = USA
			}			
		if = {
			limit = {
			is_ai = yes
			}
			add_equipment_to_stockpile = {
				type = power_armor_equipment_3
				amount = 250
				producer = USA
				}
			add_equipment_to_stockpile = {
				type = energy_equipment_2
				amount = 500
				producer = USA
				}		
		}
		custom_effect_tooltip = bos_brotherhood_investment_received_tt
		set_country_flag = bos_supported_us
		ai_chance = {
			base = 1
		}
	}
}
country_event = {
	id = nf_brotherhood_communications.8 ##triggered via a decision for targeting
	title = nf_brotherhood_communications.8.t
	desc = nf_brotherhood_communications.8.d
	picture = GFX_event_sub_generic_war_room
	is_triggered_only = yes
	option = {
		name = nf_brotherhood_communications.8.a
		event_target:bos_consider_target = {
			country_event = nf_brotherhood_communications.7
		}
		add_political_power = -100
		add_stability = -0.02
		effect_tooltip = {
			event_target:bos_consider_target = {
				add_equipment_to_stockpile = {
					type = power_armor_equipment_3
					amount = 250
					producer = USA
					}
				add_equipment_to_stockpile = {
					type = energy_equipment_2
					amount = 500
					producer = USA
					}			
				if = {
					limit = {
						is_ai = yes
					}
					custom_effect_tooltip = bos_brotherhood_ai_doubled_tt
					add_equipment_to_stockpile = {
						type = power_armor_equipment_3
						amount = 250
						producer = USA
						}
					add_equipment_to_stockpile = {
						type = energy_equipment_2
						amount = 500
						producer = USA
						}		
				}
				set_country_flag = bos_supported_us
			}
		}
		custom_effect_tooltip = bos_brotherhood_investment_sent_tt
		ai_chance = {
			base = 1
		}
	}
	option = {
		name = nf_brotherhood_communications.8.b
		event_target:bos_consider_target = {
			country_event = {
				id = nf_brotherhood_communications.9
				days = 14
				random_days = 7
			}
			set_country_flag = bos_supported_us
		}
		add_political_power = -60
		add_stability = -0.02
		set_temp_variable = { caps_to_add = -40 }
		add_caps = yes
		custom_effect_tooltip = bos_merc_details
		## effect_tooltip = {
		## 	if = {
		## 		limit = {
		## 		is_ai = yes
		## 		}
		## 		add_equipment_to_stockpile = {
		## 			type = energy_equipment_2
		## 			amount = 500
		## 			producer = USA
		## 			}		
		## 	}
		## }
		set_country_flag = bos_supported_us
		custom_effect_tooltip = bos_brotherhood_investment_sent_tt
		ai_chance = {
			base = 1
		}
	}
	option = { #table this for now
		name = nf_brotherhood_communications.8.c
		custom_effect_tooltip = bos_supply_debates_tabling_tt
		hidden_effect = {
		}
		ai_chance = {
			base = 0
		}
	}
}
country_event = {
	id = nf_brotherhood_communications.9
	title = nf_brotherhood_communications.9.t
	desc = nf_brotherhood_communications.9.d
	picture = GFX_event_BOS_desert_patrol

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_communications.9.a
			set_technology = {
				heavy_infantry_tech_1 = 1
			}
			load_oob = BOS_Brotherhood_Mercs
			capital_scope = {
				create_unit = {
					division = "name = \"Armored Mercenaries\" division_template = \"Armored Mercenaries\" start_experience_factor = 0.55"
					owner = ROOT
					count = 4
				}
			}
			custom_effect_tooltip = bos_merc_details
			if = {
				limit = {
				is_ai = yes
				}
				add_equipment_to_stockpile = {
					type = energy_equipment_2
					amount = 500
					producer = USA
					}		
			}
			custom_effect_tooltip = bos_brotherhood_investment_received_tt
			ai_chance = {
				base = 1
			}
	}
}
country_event = { #Negotiating with the NCR for greater assistance with the Legion.
	id = nf_brotherhood_communications.10
	title = nf_brotherhood_communications.9.t
	desc = nf_brotherhood_communications.9.d
	picture = GFX_event_BOS_desert_patrol

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_communications.9.a
			set_technology = {
				heavy_infantry_tech_1 = 1
			}
			load_oob = BOS_Brotherhood_Mercs
			custom_effect_tooltip = bos_merc_details
			if = {
				limit = {
				is_ai = yes
				}
				add_equipment_to_stockpile = {
					type = energy_equipment_2
					amount = 500
					producer = USA
					}		
			}
			custom_effect_tooltip = bos_brotherhood_investment_received_tt
			set_country_flag = bos_supported_us
			ai_chance = {
				base = 1
			}
	}
}
#Have to use meta effects here, because "set_politics" requires you set a ruling party.
country_event = {
	id = nf_brotherhood_council_reforms.1
	title = bos_nf_head_elder_duty_duration
	desc = bos_nf_head_elder_duty_duration_desc
	picture = GFX_event_BOS_bunker_door

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_council_reforms.1.a
		set_temp_variable = { BOS_election_months_tt = 48 }
		custom_effect_tooltip = nf_brotherhood_council_reforms.1.tt
		hidden_effect = {
			meta_effect = {
				text = {
					set_politics = {
						ruling_party = [PARTY]
						elections_allowed = yes
						election_frequency = 48
					}
				}
				PARTY = "[BOS.GetRulingParty]"
			}
		}
		set_variable = { BOS_election_months = 48 }
	}
	option = {
		name = nf_brotherhood_council_reforms.1.b
		set_temp_variable = { BOS_election_months_tt = 6 }
		custom_effect_tooltip = nf_brotherhood_council_reforms.1.tt
		hidden_effect = {
			meta_effect = {
				text = {
					set_politics = {
						ruling_party = [PARTY]
						elections_allowed = yes
						election_frequency = 6
					}
				}
				PARTY = "[BOS.GetRulingParty]"
			}
		}
		set_variable = { BOS_election_months = 6 }
	}
	option = {
		name = nf_brotherhood_council_reforms.1.c
		set_temp_variable = { BOS_election_months_tt = 12 }
		custom_effect_tooltip = nf_brotherhood_council_reforms.1.tt
		hidden_effect = {
			meta_effect = {
				text = {
					set_politics = {
						ruling_party = [PARTY]
						elections_allowed = yes
						election_frequency = 12
					}
				}
				PARTY = "[BOS.GetRulingParty]"
			}
		}
		set_variable = { BOS_election_months = 12 }
	}
}
#Delivering Justice
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.1" }
	id = nf_brotherhood.1
	title = nf_brotherhood.1.t
	desc = nf_brotherhood.1.d
	picture = GFX_event_BOS_super_mutant

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.1.a

		add_ideas = scribecouncil

		set_country_flag = enclave_science_pil1
	}

	option = {
		name = nf_brotherhood.1.b

		add_ideas = paladincouncil
	}
}
#Expedition into the Glowing Sea
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.2" }
	id = nf_brotherhood.2
	title = nf_brotherhood.2.t
	desc = nf_brotherhood.2.d
	picture = GFX_event_BOS_bunker_door

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.2.a

		add_ideas = discoveryknights

		set_country_flag = enclave_science_pil2
	}

	option = {
		name = nf_brotherhood.2.b

		add_ideas = certaintyknights
	}
}
#Vipers
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.3" }
	id = nf_brotherhood.3
	title = nf_brotherhood.3.t
	desc = nf_brotherhood.3.d
	picture = GFX_event_BOS_settler_defense

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.3.a

		add_ideas = bosspineless
	}

	option = {
		name = nf_brotherhood.3.b

		add_ideas = bosvengeful
	}

}
#Battle of Navarro
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.4" }
	id = nf_brotherhood.4
	title = nf_brotherhood.4.t
	desc = nf_brotherhood.4.d
	picture = GFX_event_ENC_soldiers

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.4.a

		add_ideas = steelconquerors
	}

	option = {
		name = nf_brotherhood.4.b

		add_ideas = maxsonsbulwark
		country_event = { id = nf_brotherhood.34 }
	}
}

country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.5 Umbra Expansion" }
	id = nf_brotherhood.5 #Umbra Expansion
	title = nf_brotherhood.5.t
	desc = nf_brotherhood.5.d
	picture = GFX_event_CES_whitelegs

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.5.b

		UMB = {
			country_event = { id = nf_brotherhood.28 }
		}
	}
}

country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.6 Arroyo Invitation" }
	id = nf_brotherhood.6 #Arroyo Invitation
	title = nf_brotherhood.6.t
	desc = nf_brotherhood.6.d
	picture = GFX_event_ARR_arroyo

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.6.a

		ARR = {
			join_from_faction = yes
			#set_politics = {
			#	ruling_party = intellectuals
			#	elections_allowed = no
			#}
			#set_popularities = {
			#	ruler = 0
			#	elites = 0
			#	people = 50
			#	intellectuals = 50
			#}
		}
	}

	option = {
		name = nf_brotherhood.6.b
	}
}

country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.7 Shi Tensions" }
	id = nf_brotherhood.7 #Shi Tensions
	title = nf_brotherhood.7.t
	desc = nf_brotherhood.7.d
	picture = GFX_event_SHI_shitown

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.7.a
		BOS = {
			country_event = { id = nf_brotherhood.35 }
		}
	}

	option = {
		name = nf_brotherhood.7.b
		BOS = {
			country_event = { id = nf_brotherhood.36 }
		}
	}

	option = {
		name = nf_brotherhood.7.c
		BOS = {
			country_event = { id = nf_brotherhood.37 }
		}
	}
}

#Sillicone Valley Expedition
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.8" }
	id = nf_brotherhood.8
	title = nf_brotherhood.8.t
	desc = nf_brotherhood.8.d
	picture = GFX_event_generic_ruins_1

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.8.a

		add_ideas = siliconvalley
	}

	option = {
		name = nf_brotherhood.8.b

		104 = {
			add_resource = {
				type = metal
				amount = 16
			}
		}
	}
}

#Curbing Raider Aggression
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.9 Aftermath" }
	id = nf_brotherhood.9 #Aftermath#
	title = nf_brotherhood.9.t
	desc = nf_brotherhood.9.d
	picture = GFX_event_generic_ruins_2

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.9.a
		custom_effect_tooltip = sanfranmobsters_tt
		hidden_effect = {
			load_oob = sanfranmobsters
		}
		add_war_support = -0.05
	}

	option = {
		name = nf_brotherhood.9.b

		104 = {
			add_resource = {
				type = metal
				amount = 8
			}
		}
		add_war_support = 0.05
	}
}

#Shi Invitation
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.10" }
	id = nf_brotherhood.10
	title = nf_brotherhood.10.t
	desc = nf_brotherhood.10.d
	picture = GFX_event_SHI_shitown

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.10.a

		SHI = {
			join_from_faction = yes
			set_cosmetic_tag = SHI_BOS
		}
	}

	option = {
		name = nf_brotherhood.10.b
	}
}

#Offer from the Brotherhood
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.13" }
	id = nf_brotherhood.13
	title = nf_brotherhood.13.t
	desc = nf_brotherhood.13.d
	picture = GFX_event_BOS_bunker_door

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.13.a

		add_ideas = brotherhoodtacticslexicon
		BOS = {
			country_event = { id = nf_brotherhood.14 }
		}
	}

	option = {
		name = nf_brotherhood.13.b

		BOS = {
			country_event = { id = nf_brotherhood.15 }
		}
	}
}

#NCR Accepts Trade
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.14" }
	id = nf_brotherhood.14
	title = nf_brotherhood.14.t
	desc = nf_brotherhood.14.d
	picture = GFX_event_generic_ruins_3

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.14.a

		add_ideas = bosprewarindustry
	}
}
#NCR Refuses Trade
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.15" }
	id = nf_brotherhood.15
	title = nf_brotherhood.15.t
	desc = nf_brotherhood.15.d
	picture = GFX_event_generic_ruins_4

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.15.a

		add_ideas = bossalvagedindustry
	}
}

#Expedition into Vandenberg
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.16" }
	id = nf_brotherhood.16
	title = nf_brotherhood.16.t
	desc = nf_brotherhood.16.d
	picture = GFX_event_generic_ruins_5

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.16.a
		64 = {
			add_resource = {
				type = advanced
				amount = 16
			}
			add_resource = {
				type = circuitry
				amount = 8
			}
		}
	}

	option = {
		name = nf_brotherhood.16.b
		64 = {
			add_resource = {
				type = composites
				amount = 16
			}
			add_resource = {
				type = metal
				amount = 24
			}
		}
	}

	option = {
		name = nf_brotherhood.16.c

		add_timed_idea = {
			idea = vandenbergidea
			days = 365
		}

		64 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = radar_station
				level = 5
				instant_build = yes
			}
			add_building_construction = {
				type = bunker
				province = {
					all_provinces = yes
				}
				level = 1
				instant_build = yes
			}
		}
	}
}

#Surplus of Lasers
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.17" }
	id = nf_brotherhood.17
	title = nf_brotherhood.17.t
	desc = nf_brotherhood.17.d
	picture = GFX_event_BOS_bunker_door

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.17.a

		add_manpower = -1600
		country_event = { id = nf_brotherhood.18 }
	}

	option = {
		name = nf_brotherhood.17.b

		BOS = {
			country_event = { id = nf_brotherhood.19 }
		}
	}
}

#Lasers Arrive
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.18" }
	id = nf_brotherhood.18
	title = nf_brotherhood.18.t
	desc = nf_brotherhood.18.d
	picture = GFX_event_BOS_bunker_door

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.18.a
		DES = {
			add_equipment_to_stockpile = { type = energy_equipment_2 amount = 1000 producer = BOS }
		}

		BOS = {
			country_event = { id = nf_brotherhood.20 }
		}
	}
}

#Refused Shipments
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.19" }
	id = nf_brotherhood.19
	title = nf_brotherhood.19.t
	desc = nf_brotherhood.19.d
	picture = GFX_event_BOS_bunker_door

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.19.a
	}
}

#Rangers Arrive
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.20" }
	id = nf_brotherhood.20
	title = nf_brotherhood.20.t
	desc = nf_brotherhood.20.d
	picture = GFX_event_BOS_desert_patrol

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.20.a
		custom_effect_tooltip = sponsoredarms_tt
		hidden_effect = {
			load_oob = sponsoredarms
		}
	}
}

#Demand The Bay
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.22" }
	id = nf_brotherhood.22
	title = nf_brotherhood.22.t
	desc = nf_brotherhood.22.d
	picture = GFX_event_NCR_night

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.22.a

		NCR = { country_event = { id = nf_brotherhood.23 } }
	}
}

#BOS Demands Point Green (given to NCR)
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.23" }
	id = nf_brotherhood.23
	title = nf_brotherhood.23.t
	desc = nf_brotherhood.23.d
	picture = GFX_event_BOS_settler_defense

	is_triggered_only = yes

	option = {#Give the BOS the bay
		name = nf_brotherhood.23.a

		every_owned_state = {
			limit = {
				OR = {
					state = 216
					state = 474
					state = 511
					state = 441
				}
			}
			BOS = {
				transfer_state = PREV
			}
			NCR = {
				remove_state_claim = PREV
			}
			remove_core_of = NCR
			add_core_of = BOS
		}

		BOS = {
			country_event = { id = nf_brotherhood.38 }
		}
	}

	option = {#Refuse
		name = nf_brotherhood.23.b
		add_stability = -0.3
		BOS = { country_event = { id = nf_brotherhood.24 } }
	}
}

#NCR Refuses
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.24" }
	id = nf_brotherhood.24
	title = nf_brotherhood.24.t
	desc = nf_brotherhood.24.d
	picture = GFX_event_NCR_camp

	is_triggered_only = yes

	option = {#NCR Refused giving the Bay
		name = nf_brotherhood.24.a
		NCR = {
			ROOT = {
				grant_wargoals_on_core_states_of_prev_force_ai_war = yes
			}
		}
		BOS = { add_opinion_modifier = { target = NCR modifier = brotherhoodassault } }
	}
}

#Victory or Death
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.26" }
	id = nf_brotherhood.26
	title = nf_brotherhood.26.t
	desc = nf_brotherhood.26.d
	picture = GFX_event_BOS_settler_defense

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.26.a

		add_ideas = bosdigin
		#set_technology = { bos_bosdigin = 1 }
	}

	option = {
		name = nf_brotherhood.26.b

		set_country_flag = unearthingmonsters
	}
}

country_event = { #Player Umbra choice

	id = nf_brotherhood.28
	title = nf_brotherhood.28.t
	desc = nf_brotherhood.28.d
	picture = GFX_event_BOS_desert_patrol

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.28.a
		ai_chance = {
			base = 100
			modifier = {
				set_temp_variable = { bos_battalions = BOS.num_battalions }
				set_temp_variable = { umb_battalions = UMB.num_battalions }
				set_temp_variable = { ratio = bos_battalions }
				divide_temp_variable = { ratio = umb_battalions?1 }
				factor = ratio
			}
			modifier = {
				factor = 0.1
				has_global_flag = NCR_status_broken_global_flag
			}
		}

		BOS = {
			annex_country = {
				target = UMB
				transfer_troops = yes
			}
			every_owned_state = {
				limit = {
					is_core_of = UMB
				}
				add_compliance = 80
			}
		}
	}

	option = {#No thx
		name = nf_brotherhood.28.b
		ai_chance = {
			base = 100
			modifier = {
				set_temp_variable = { umb_battalions = UMB.num_battalions }
				set_temp_variable = { bos_battalions = BOS.num_battalions }
				set_temp_variable = { ratio = umb_battalions }
				divide_temp_variable = { ratio = bos_battalions?1 }
				factor = ratio
			}
			modifier = {
				factor = 10
				has_global_flag = NCR_status_broken_global_flag
			}
		}
		BOS = {
			country_event = { id = nf_brotherhood.39 }
		}
	}
}

#Player Mojave Choice
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.30" }
	id = nf_brotherhood.30
	title = nf_brotherhood.30.t
	desc = nf_brotherhood.30.d
	picture = GFX_event_BOS_desert_patrol

	is_triggered_only = yes

	option = {#Players get to join the faction so they dont game over
		name = nf_brotherhood.30.a

		MOJ = { join_from_faction = yes }
	}

	option = {#No
		name = nf_brotherhood.30.b
	}
}

#Maxson Loyalty
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.34" }
	id = nf_brotherhood.34
	title = nf_brotherhood.34.t
	desc = nf_brotherhood.34.d
	picture = GFX_report_event_fascist_speech

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.34.a
		custom_effect_tooltip = maxsongarrison_tt
		hidden_effect = {
			load_oob = maxsongarrison
		}
		add_corps_commander_role = {
			character = BOS_lietenant_smith
			traits = {
				agile_trait
			}
			skill = 3
			attack_skill = 2
			defense_skill = 1
			planning_skill = 3
			logistics_skill = 2
			legacy_id = -1
		}
	}
}

#The Vagrants pledge their support
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.35" }
	id = nf_brotherhood.35
	title = nf_brotherhood.35.t
	desc = nf_brotherhood.35.d
	picture = GFX_event_SHI_shitown

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.35.a
		add_corps_commander_role = {
			character = BOS_a_ron_meyers
			traits = {
				intelligent_trait
			}
			skill = 4
			attack_skill = 2
			defense_skill = 4
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
		}
		custom_effect_tooltip = thevagrants_tt
		hidden_effect = {
			load_oob = thevagrants
		}

		SHI = { add_opinion_modifier = { target = BOS modifier = shislightlydislikesbos } }
	}
}

#Unfortunate Accident
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.36" }
	id = nf_brotherhood.36
	title = nf_brotherhood.36.t
	desc = nf_brotherhood.36.d
	picture = GFX_event_SHI_shitown

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.36.a

		army_experience = 25

		add_equipment_to_stockpile = { type = energy_equipment_2 amount = 100 producer = BOS }

		SHI = { add_opinion_modifier = { target = BOS modifier = shislightlydislikesbos } }
	}
}

#Shi Close the doors forever
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.37" }
	id = nf_brotherhood.37
	title = nf_brotherhood.37.t
	desc = nf_brotherhood.37.d
	picture = GFX_event_SHI_shitown

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.37.a

		add_equipment_to_stockpile = { type = energy_equipment_2 amount = 100 producer = BOS }

		add_ideas = shiclosethedoors

		104 = {
			add_resource = {
				type = advanced
				amount = 8
			}
		}

		SHI = { add_opinion_modifier = { target = BOS modifier = shihatesbos } }
	}
}

country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.38" }
	id = nf_brotherhood.38
	title = nf_brotherhood.38.t
	desc = nf_brotherhood.38.d
	picture = GFX_event_NCR_settlers

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.38.a #NCR gave us the Bay

		BOS = { add_opinion_modifier = { target = NCR modifier = ncrassault } }
	}
}

country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.39" }
	id = nf_brotherhood.39
	title = nf_brotherhood.39.t
	desc = nf_brotherhood.39.d
	picture = GFX_event_BOS_desert_patrol

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.39.a # Umbra rejected us, now we're mad.

		UMB = {
			BOS = {
				grant_wargoals_on_core_states_of_prev = yes
			}
		}
	}
}

country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.40" }
	id = nf_brotherhood.40
	title = nf_brotherhood.40.title
	desc = nf_brotherhood.40.desc
	picture = GFX_event_BOS_desert_patrol

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.40.a
		effect_tooltip = {
			add_equipment_to_stockpile = {
				type = power_armor_equipment_4
				amount = 100
				producer = USA
			}
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.41" }
	id = nf_brotherhood.41
	title = nf_brotherhood.41.title
	desc = nf_brotherhood.41.desc
	picture = GFX_event_BOS_desert_patrol

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.41.a
		d_join_western_brotherhood_of_steel = yes
		declare_war_on = {
			target = NCR
			type = annex_everything
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.101" }
	id = nf_brotherhood.101
	title = nf_brotherhood.101.title
	desc = nf_brotherhood.101.desc
	picture = GFX_event_BOS_desert_patrol

	is_triggered_only = yes
	
	option = {
		name = nf_brotherhood.101.a
		add_stability = 0.1
		add_war_support = 0.1
		add_political_power = 300
		if = {
			limit = {
				NOT = { tag = TBH }
			}
			add_timed_idea = {
			idea = BOS_buff_spirit
			days = 730
		}
		}
		if = {
			limit = {
				has_idea = brotherhood_chaotic_conflicts
			}
			remove_ideas = brotherhood_chaotic_conflicts
		}
		else_if = {
			limit = {
				has_idea = brotherhood_elder_conflicts
			}
			remove_ideas = brotherhood_elder_conflicts
		}
		if = {
			limit = {
				original_tag = GRD
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 1500
			}
			add_equipment_to_stockpile = {
				type = power_armor_equipment
				amount = 750
			}
			add_manpower = 1500
			load_oob = GRD_2275
			add_offsite_building = {
				type = industrial_complex
				level = 5
			}
			add_offsite_building = {
				type = arms_factory
				level = 5
			}
		}
		else_if = {
			limit = {
				original_tag = SHI
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 1000
			}
			add_equipment_to_stockpile = {
				type = power_armor_equipment
				amount = 500
			}
			add_manpower = 1000
			add_offsite_building = {
				type = industrial_complex
				level = 3
			}
			add_offsite_building = {
				type = arms_factory
				level = 3
			}
			set_popularities = {
				intellectuals = 100
			}
			clr_country_flag = SHI_ai_behavior_independent
			clr_country_flag = SHI_ai_behavior_ncr
			set_country_flag = SHI_ai_behavior_bos
		}
		else_if = {
			limit = {
				original_tag = WBH
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 1250
			}
			add_equipment_to_stockpile = {
				type = power_armor_equipment
				amount = 500
			}
			add_manpower = 1000
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
			add_offsite_building = {
				type = arms_factory
				level = 1
			}
			load_oob = WBH_2275
		}
		else_if = {
			limit = {
				original_tag = TCA
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 2000
			}
			add_equipment_to_stockpile = {
				type = power_armor_equipment
				amount = 750
			}
			add_manpower = 2000
			add_offsite_building = {
				type = industrial_complex
				level = 4
			}
			add_offsite_building = {
				type = arms_factory
				level = 4
			}
			load_oob = TCA_2275
		}
		else_if = {
			limit = {
				original_tag = MOJ
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 2500
			}
			add_equipment_to_stockpile = {
				type = power_armor_equipment
				amount = 1250
			}
			add_manpower = 2500
			add_offsite_building = {
				type = industrial_complex
				level = 5
			}
			add_offsite_building = {
				type = arms_factory
				level = 5
			}
			MOJ = {
				set_temp_variable = {
					change_preperation = 50
				}
			}
			change_preperation = yes
			clr_country_flag = moj_low_prep
			set_country_flag = moj_high_prep
			set_country_flag = moj_bos_buff_true
			load_oob = MOJ_2275
		}
		else_if = {
			limit = {
				original_tag = MXC
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 2000
			}
			add_equipment_to_stockpile = {
				type = power_armor_equipment
				amount = 750
			}
			add_equipment_to_stockpile = {
				type = anti_tank_equipment_2
				amount = 250
			}
			add_manpower = 2500
			add_offsite_building = {
				type = industrial_complex
				level = 6
			}
			add_offsite_building = {
				type = arms_factory
				level = 6
			}
			load_oob = MXC_2275
		}
		else_if = {
			limit = {
				original_tag = TBH
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 500
			}
			add_equipment_to_stockpile = {
				type = power_armor_equipment
				amount = 125
			}
			add_manpower = 500
		}
		else_if = {
			limit = {
				original_tag = MNC
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 1250
			}
			add_equipment_to_stockpile = {
				type = power_armor_equipment
				amount = 500
			}
			add_manpower = 1750
			add_offsite_building = {
				type = industrial_complex
				level = 3
			}
			add_offsite_building = {
				type = arms_factory
				level = 3
			}
			load_oob = MNC_2275
		}
		else_if = {
			limit = {
				original_tag = ACH
			}
			add_equipment_to_stockpile = {
				type = energy_equipment_2
				amount = 2500
				producer = USA
			}
			add_equipment_to_stockpile = {
				type = power_armor_equipment
				amount = 1250
			}
			add_equipment_to_stockpile = {
				type = anti_tank_equipment_2
				amount = 500
				producer = USA
			}
			add_manpower = 2500
			add_offsite_building = {
				type = industrial_complex
				level = 5
			}
			add_offsite_building = {
				type = arms_factory
				level = 5
			}
			load_oob = ACH_startup
		}
	}
}

country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.102" }
	id = nf_brotherhood.102
	title = nf_brotherhood.102.title
	desc = nf_brotherhood.102.desc
	picture = GFX_event_BOS_desert_patrol

	is_triggered_only = yes
	
	option = {
		name = nf_brotherhood.102.a
		add_stability = 0.1
		add_war_support = 0.1
		add_political_power = 250
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 750
		}
		add_equipment_to_stockpile = {
			type = power_armor_equipment
			amount = 250
		}
		add_manpower = 750
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
		add_offsite_building = {
			type = arms_factory
			level = 2
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood.410" }
	id = nf_brotherhood.410
	title = nf_brotherhood.410.title
	desc = nf_brotherhood.41.desc
	picture = GFX_event_BOS_desert_patrol

	is_triggered_only = yes

	option = {
		name = nf_brotherhood.41.a
		add_timed_idea = {
			idea = bos_lost_hills_volunteers
			days = 720
		}
	}
	option = {
		name = nf_brotherhood.410.b
	}
	# option = {
		# name = nf_brotherhood.410.c
		# add_political_power = -100
		# add_war_support = 0.10
		# send_attache = BOS ##not a real effect. You can only recall :(
	# }
}

country_event = {
	id = nf_brotherhood_council_politics.1
	title = nf_brotherhood_council_politics.1.t
	desc = nf_brotherhood_council_politics.1.d
	picture = GFX_event_ach_hood_turrets

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_council_politics.1.1
		trigger = {
			has_country_flag = bos_ruler_allowed
		}
		random_list = {
			34 = {
				set_temp_variable = { temp_BOS_drift_add = -0.1 }
				bos_boost_ruler_drift = yes
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = -0.2 }
				bos_boost_ruler_drift = yes
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = -0.3 }
				bos_boost_ruler_drift = yes
			}
		}
	}
	option = {
		name = nf_brotherhood_council_politics.1.2
		trigger = {
			has_country_flag = bos_elites_allowed
		}
		random_list = {
			34 = {
				set_temp_variable = { temp_BOS_drift_add = -0.1 }
				bos_boost_elites_drift = yes
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = -0.2 }
				bos_boost_elites_drift = yes
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = -0.3 }
				bos_boost_elites_drift = yes
			}
		}
	}
	option = {
		name = nf_brotherhood_council_politics.1.3
		trigger = {
			has_country_flag = bos_intellectuals_allowed
		}
		random_list = {
			34 = {
				set_temp_variable = { temp_BOS_drift_add = -0.1 }
				bos_boost_intellectuals_drift = yes
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = -0.2 }
				bos_boost_intellectuals_drift = yes
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = -0.3 }
				bos_boost_intellectuals_drift = yes
			}
		}
	}
	option = {
		name = nf_brotherhood_council_politics.1.4
		trigger = {
			has_country_flag = bos_people_allowed
		}
		random_list = {
			34 = {
				set_temp_variable = { temp_BOS_drift_add = -0.1 }
				bos_boost_people_drift = yes
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = -0.2 }
				bos_boost_people_drift = yes
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = -0.3 }
				bos_boost_people_drift = yes
			}
		}
	}
	option = {
		name = nf_brotherhood_council_politics.status_quo
		add_political_power = -40
	}
}

country_event = {
	id = nf_brotherhood_council_politics.2
	title = nf_brotherhood_council_politics.2.t
	desc = nf_brotherhood_council_politics.2.d
	picture = GFX_event_ach_hood_turrets

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_council_politics.2.1
		trigger = {
			has_country_flag = bos_ruler_allowed
		}
		random_list = {
			34 = {
				set_temp_variable = { temp_BOS_drift_add = 0.1 }
				bos_boost_ruler_drift = yes
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = 0.2 }
				bos_boost_ruler_drift = yes
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = 0.3 }
				bos_boost_ruler_drift = yes
			}
		}
	}
	option = {
		name = nf_brotherhood_council_politics.2.2
		trigger = {
			has_country_flag = bos_elites_allowed
		}
		random_list = {
			34 = {
				set_temp_variable = { temp_BOS_drift_add = 0.1 }
				bos_boost_elites_drift = yes
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = 0.2 }
				bos_boost_elites_drift = yes
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = 0.3 }
				bos_boost_elites_drift = yes
			}
		}
	}
	option = {
		name = nf_brotherhood_council_politics.2.3
		trigger = {
			has_country_flag = bos_intellectuals_allowed
		}
		random_list = {
			34 = {
				set_temp_variable = { temp_BOS_drift_add = 0.1 }
				bos_boost_intellectuals_drift = yes
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = 0.2 }
				bos_boost_intellectuals_drift = yes
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = 0.3 }
				bos_boost_intellectuals_drift = yes
			}
		}
	}
	option = {
		name = nf_brotherhood_council_politics.2.4
		trigger = {
			has_country_flag = bos_people_allowed
		}
		random_list = {
			34 = {
				set_temp_variable = { temp_BOS_drift_add = 0.1 }
				bos_boost_people_drift = yes
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = 0.2 }
				bos_boost_people_drift = yes
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = 0.3 }
				bos_boost_people_drift = yes
			}
		}
	}
	option = {
		name = nf_brotherhood_council_politics.status_quo
		add_political_power = -40
	}
}

country_event = {
	id = nf_brotherhood_council_politics.3
	title = nf_brotherhood_council_politics.3.t
	desc = nf_brotherhood_council_politics.3.d
	picture = GFX_event_ach_hood_turrets

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_council_politics.3.1
		random_list = {
			25 = {
				set_temp_variable = { temp_BOS_drift_add = 0.2 }
				bos_boost_ruler_drift = yes
				modifier = {
					factor = 0
					NOT = { has_country_flag = bos_ruler_allowed }
				}
			}
			25 = {
				set_temp_variable = { temp_BOS_drift_add = 0.2 }
				bos_boost_elites_drift = yes
				modifier = {
					factor = 0
					NOT = { has_country_flag = bos_elites_allowed }
				}
			}
			25 = {
				set_temp_variable = { temp_BOS_drift_add = 0.2 }
				bos_boost_intellectuals_drift = yes
				modifier = {
					factor = 0
					NOT = { has_country_flag = bos_intellectuals_allowed }
				}
			}
			25 = {
				set_temp_variable = { temp_BOS_drift_add = 0.2 }
				bos_boost_people_drift = yes
				modifier = {
					factor = 0
					NOT = { has_country_flag = bos_people_allowed }
				}
			}
		}
	}
	option = {
		name = nf_brotherhood_council_politics.status_quo
		add_political_power = -40
	}
}

country_event = {
	id = nf_brotherhood_council_politics.4
	title = nf_brotherhood_council_politics.4.t
	desc = nf_brotherhood_council_politics.4.d
	picture = GFX_event_ach_hood_turrets

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_council_politics.4.1
		trigger = {
			has_country_flag = bos_ruler_allowed
		}
		random_list = {
			34 = {
				set_temp_variable = { temp_BOS_drift_add = 0.2 }
				bos_boost_ruler_drift = yes
				add_popularity = {
					ideology = ruler
					popularity = 0.01
				}
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = 0.4 }
				bos_boost_ruler_drift = yes
				add_popularity = {
					ideology = ruler
					popularity = 0.02
				}
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = 0.6 }
				bos_boost_ruler_drift = yes
				add_popularity = {
					ideology = ruler
					popularity = 0.03
				}
			}
		}
	}
	option = {
		name = nf_brotherhood_council_politics.4.2
		trigger = {
			has_country_flag = bos_elites_allowed
		}
		random_list = {
			34 = {
				set_temp_variable = { temp_BOS_drift_add = 0.2 }
				bos_boost_elites_drift = yes
				add_popularity = {
					ideology = elites
					popularity = 0.01
				}
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = 0.4 }
				bos_boost_elites_drift = yes
				add_popularity = {
					ideology = elites
					popularity = 0.02
				}
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = 0.6 }
				bos_boost_elites_drift = yes
				add_popularity = {
					ideology = elites
					popularity = 0.03
				}
			}
		}
	}
	option = {
		name = nf_brotherhood_council_politics.4.3
		trigger = {
			has_country_flag = bos_intellectuals_allowed
		}
		random_list = {
			34 = {
				set_temp_variable = { temp_BOS_drift_add = 0.2 }
				bos_boost_intellectuals_drift = yes
				add_popularity = {
					ideology = intellectuals
					popularity = 0.01
				}
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = 0.4 }
				bos_boost_intellectuals_drift = yes
				add_popularity = {
					ideology = intellectuals
					popularity = 0.02
				}
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = 0.6 }
				bos_boost_intellectuals_drift = yes
				add_popularity = {
					ideology = intellectuals
					popularity = 0.03
				}
			}
		}
	}
	option = {
		name = nf_brotherhood_council_politics.4.4
		trigger = {
			has_country_flag = bos_people_allowed
		}
		random_list = {
			34 = {
				set_temp_variable = { temp_BOS_drift_add = 0.2 }
				bos_boost_people_drift = yes
				add_popularity = {
					ideology = people
					popularity = 0.01
				}
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = 0.4 }
				bos_boost_people_drift = yes
				add_popularity = {
					ideology = people
					popularity = 0.02
				}
			}
			33 = {
				set_temp_variable = { temp_BOS_drift_add = 0.6 }
				bos_boost_people_drift = yes
				add_popularity = {
					ideology = people
					popularity = 0.03
				}
			}
		}
	}
	option = {
		name = nf_brotherhood_council_politics.status_quo
		add_political_power = -40
	}
}

country_event = {
	id = nf_brotherhood_council_politics.5
	title = nf_brotherhood_council_politics.5.t
	desc = nf_brotherhood_council_politics.5.d
	picture = GFX_event_ach_hood_turrets

	is_triggered_only = yes

	trigger = {
		original_tag = BOS
	}

	immediate = {
		set_variable = {
			temp_bos_ruler = BOS.party_popularity_100@ruler
		}
		set_variable = {
			temp_bos_elites = BOS.party_popularity_100@elites
		}
		set_variable = {
			temp_bos_intellectuals = BOS.party_popularity_100@intellectuals
		}
		set_variable = {
			temp_bos_people = BOS.party_popularity_100@people
		}
	}

	option = {
		name = nf_brotherhood_council_politics.5.1
		trigger = {
			check_variable = {
				var = temp_bos_ruler
				value = temp_bos_elites
				compare = greater_than_or_equals
			}
			check_variable = {
				var = temp_bos_ruler
				value = temp_bos_intellectuals
				compare = greater_than_or_equals
			}
			check_variable = {
				var = temp_bos_ruler
				value = temp_bos_people
				compare = greater_than_or_equals
			}
		}
		meta_effect = {
			text = {
				set_politics = {
					ruling_party = [PARTY]
					elections_allowed = yes
					election_frequency = [TIME]
				}
			}
			TIME = "[?BOS.BOS_election_months]"
			PARTY = "ruler"
		}
	}

	option = {
		name = nf_brotherhood_council_politics.5.2
		trigger = {
			check_variable = {
				var = temp_bos_elites
				value = temp_bos_ruler
				compare = greater_than_or_equals
			}
			check_variable = {
				var = temp_bos_elites
				value = temp_bos_intellectuals
				compare = greater_than_or_equals
			}
			check_variable = {
				var = temp_bos_elites
				value = temp_bos_people
				compare = greater_than_or_equals
			}
		}
		meta_effect = {
			text = {
				set_politics = {
					ruling_party = [PARTY]
					elections_allowed = yes
					election_frequency = [TIME]
				}
			}
			TIME = "[?BOS.BOS_election_months]"
			PARTY = "elites"
		}
	}

	option = {
		name = nf_brotherhood_council_politics.5.3
		trigger = {
			check_variable = {
				var = temp_bos_intellectuals
				value = temp_bos_ruler
				compare = greater_than_or_equals
			}
			check_variable = {
				var = temp_bos_intellectuals
				value = temp_bos_elites
				compare = greater_than_or_equals
			}
			check_variable = {
				var = temp_bos_intellectuals
				value = temp_bos_people
				compare = greater_than_or_equals
			}
		}
		meta_effect = {
			text = {
				set_politics = {
					ruling_party = [PARTY]
					elections_allowed = yes
					election_frequency = [TIME]
				}
			}
			TIME = "[?BOS.BOS_election_months]"
			PARTY = "intellectuals"
		}
	}

	option = {
		name = nf_brotherhood_council_politics.5.4
		trigger = {
			check_variable = {
				var = temp_bos_people
				value = temp_bos_ruler
				compare = greater_than_or_equals
			}
			check_variable = {
				var = temp_bos_people
				value = temp_bos_elites
				compare = greater_than_or_equals
			}
			check_variable = {
				var = temp_bos_people
				value = temp_bos_intellectuals
				compare = greater_than_or_equals
			}
		}
		meta_effect = {
			text = {
				set_politics = {
					ruling_party = [PARTY]
					elections_allowed = yes
					election_frequency = [TIME]
				}
			}
			TIME = "[?BOS.BOS_election_months]"
			PARTY = "people"
		}
	}
}

#Should we accept Llwyd's offer? ( NCR PoV )
country_event = {
	id = nf_brotherhood_steel_rangers.1
	title = nf_brotherhood_steel_rangers.1.t
	desc = nf_brotherhood_steel_rangers.1.d
	picture = GFX_event_ncr_bos_relations

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_steel_rangers.1.1
		BOS = {
			country_event = nf_brotherhood_steel_rangers.2
		}
	}
	option = {
		name = nf_brotherhood_council_politics.1.2
		ai_chance = {
			base = 0
		}
		activate_decision = ncr_attack_bos_hard
	}
	option = {
		name = nf_brotherhood_council_politics.1.3
		ai_chance = {
			base = 0
		}
	}
}

#Start SRG Transition! ( BoS PoV )
country_event = {
	id = nf_brotherhood_steel_rangers.2
	title = nf_brotherhood_steel_rangers.2.t
	desc = nf_brotherhood_steel_rangers.2.d
	picture = GFX_event_ncr_bos_relations

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_steel_rangers.2.1
		NCR = {
			every_owned_state = {
				limit = {
					region = 51
				}
				add_core_of = SRG
				SRG = { set_state_owner = PREV }
				if = {
					limit = { is_controlled_by = NCR }
					SRG = { set_state_controller = PREV }
				}
			}
		}
		SRG = {
			inherit_technology = NCR
			country_event = { id = nf_brotherhood_steel_rangers.3 hours = 2 }
		}
		NCR = {
			transfer_units_fraction= {
				target = SRG
				size = 0.25
				stockpile_ratio = 0.25
				army_ratio = 0.25
				navy_ratio = 0.25
				air_ratio = 0.25
				keep_unit_leaders_trigger = {
					always = yes
				}
			}
		}
		hidden_effect = {
			SRG = {
				create_new_owb_country = yes ##alternatively just  caps_country_initialize = yes
			}
		}
		SRG = {
			change_tag_from = BOS
		}
		remove_opinion_modifier = {
			target = NCR
			modifier = ncr_bos_war
		}
		remove_opinion_modifier = {
			target = MOT
			modifier = ncr_bos_war
		}
		NCR = {
			remove_opinion_modifier = {
				target = BOS
				modifier = ncr_bos_war
			}
		}
		MOT = {
			remove_opinion_modifier = {
				target = BOS
				modifier = ncr_bos_war
			}
		}
	}
}

#Annex Lost Hills ( SRG PoV )
country_event = {
	id = nf_brotherhood_steel_rangers.3
	title = nf_brotherhood_steel_rangers.3.t
	desc = nf_brotherhood_steel_rangers.3.d
	picture = GFX_event_ncr_bos_relations

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_steel_rangers.3.1
		BOS = {
			every_owned_state = {
				add_core_of = SRG
				SRG = { transfer_state = PREV }
				remove_core_of = BOS		
			}
		}	 
		news_event = nf_brotherhood_steel_rangers.4
		hidden_effect = { ##it's overidden from the history file sadly, so secretly fixed here.
			set_technology = {
			stripped_pa_tech = 1
			weight_support_frame_pa_tech_1 = 1
			weight_support_frame_pa_tech_2 = 1
			wasteland_pa_tech = 1
			}
		}
	}
}

#News Event - Steel Rangers formed! ( World PoV )
news_event = {
	id = nf_brotherhood_steel_rangers.4
	title = nf_brotherhood_steel_rangers.4.t
	desc = nf_brotherhood_steel_rangers.4.d
	picture = GFX_event_ncr_bos_relations

	major = yes

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_steel_rangers.4.1
		trigger = {
			is_in_array = {
				array = global.bos_ledger_members
				value = THIS
			}
		}
	}
	option = {
		name = nf_brotherhood_steel_rangers.4.2
		trigger = {
			NOT = {
				is_in_array = {
					array = global.bos_ledger_members
					value = THIS
				}
			}
			NOT = { original_tag = NCR }
			NOT = { original_tag = SRG }
		}
	}
	option = {
		name = nf_brotherhood_steel_rangers.4.3
		trigger = {
			NOT = {
				is_in_array = {
					array = global.bos_ledger_members
					value = THIS
				}
			}
			original_tag = NCR
		}
	}
	option = {
		name = nf_brotherhood_steel_rangers.4.4
		trigger = {
			NOT = {
				is_in_array = {
					array = global.bos_ledger_members
					value = THIS
				}
			}
			original_tag = SRG
		}
	}
}

#Steel Rangers - Transition is complete ( SRG PoV )
country_event = {
	id = nf_brotherhood_steel_rangers.5
	title = nf_brotherhood_steel_rangers.5.t
	desc = nf_brotherhood_steel_rangers.5.d
	picture = GFX_event_ncr_bos_relations

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_steel_rangers.5.1
		add_stability = 0.2
		custom_effect_tooltip = srg_advisers_return_tt
	}
}

#Steel Rangers - California Tech Sharing Initiative ( NCR Pov )
country_event = {
	id = nf_brotherhood_steel_rangers.6
	title = nf_brotherhood_steel_rangers.6.t
	desc = nf_brotherhood_steel_rangers.7.d ##not a mistake .7.d is intentional
	picture = GFX_event_ncr_bos_relations

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_steel_rangers.6.1
		set_technology = { military_heritage_unlock_tech = 1 }
		custom_effect_tooltip = military_heritage_unlock_tech_tt	
		effect_tooltip = {
			SRG = {
				set_technology = { military_heritage_unlock_tech = 1 }
				add_to_tech_sharing_group = osi_research_pact
			}
		}										
		add_to_tech_sharing_group = osi_research_pact	  
	}
}

#Steel Rangers - California Tech Sharing Initiative ( SRG Pov )
country_event = {
	id = nf_brotherhood_steel_rangers.7
	title = nf_brotherhood_steel_rangers.6.t#not a mistake
	desc = nf_brotherhood_steel_rangers.7.d
	picture = GFX_event_ncr_bos_relations

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_steel_rangers.7.1
		set_technology = { military_heritage_unlock_tech = 1 }
		custom_effect_tooltip = military_heritage_unlock_tech_tt	
		effect_tooltip = {
			NCR = {
				set_technology = { military_heritage_unlock_tech = 1 }
				add_to_tech_sharing_group = osi_research_pact
			}
		}
		add_to_tech_sharing_group = osi_research_pact
	}
}
#Steel Rangers - The Field Scribe
country_event = {
	id = nf_brotherhood_steel_rangers.8
	title = nf_brotherhood_steel_rangers.8.t
	desc = nf_brotherhood_steel_rangers.8.d
	picture = GFX_event_ncr_bos_relations

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_steel_rangers.8.1
		set_technology = {agriculture_industry_tech_7 = 1}
		set_technology = {exploitation_tech_level_scientific = 1}
		add_ideas = {srg_seeds_of_tomorrow}
	}
	option = {
		name = nf_brotherhood_steel_rangers.8.2
		set_temp_variable = { caps_to_add = 300 }
		add_caps = yes
		add_ideas = {srg_appease_the_barons}
	}
}
#Steel Rangers - Maxson State University
country_event = {
	id = nf_brotherhood_steel_rangers.9
	title = srg_ncr_puppet_light_of_civilisation
	desc = nf_brotherhood_steel_rangers.9.d
	picture = GFX_event_NCR_settlers

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_steel_rangers.9.a
		effect_tooltip = {
			add_research_slot = 1
			set_province_name = { id = 3418 name = "Maxson State University" }
		}
	}
}

country_event = {
	id = nf_brotherhood_steel_rangers.10
	title = nf_brotherhood_steel_rangers.10.t
	desc = nf_brotherhood_steel_rangers.10.d
	picture = GFX_event_vertibird_opening

	is_triggered_only = no
	fire_only_once = yes
	trigger = {
		NCR = {
			has_tech = air_tech_level_scientific
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = nf_brotherhood_steel_rangers.10.a
		set_technology = {
			air_tech_level_scientific = 1
		}
		custom_effect_tooltip = srg_vertibirds_but_no_schematics_tt
		add_equipment_to_stockpile = {
			type = vb_transport_plane_equipment
			amount = 20
			producer = USA
		}
		add_equipment_to_stockpile = {
			type = vb_gunship_equipment
			amount = 20
			producer = USA
		}
	}
}
country_event = {
	id = nf_brotherhood_steel_rangers.11
	title = nf_brotherhood_steel_rangers.11.t
	desc = nf_brotherhood_steel_rangers.11.d
	picture = GFX_event_vertibird_opening

	is_triggered_only = no
	fire_only_once = yes
	trigger = {
		NCR = {
			has_tech = vertibird_unlock_tech
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = nf_brotherhood_steel_rangers.11.a
		set_technology = {
			vertibird_unlock_tech = 1
		}
	}
}
#Guardians invitation back into the Brotherhood.
country_event = {
	id = nf_brotherhood_integrate_guardians.1
	title = nf_brotherhood_integrate_guardians.1.t
	desc = nf_brotherhood_integrate_guardians.1.d
	picture = GFX_event_ach_hood_turrets

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_integrate_guardians.1.1
		set_cosmetic_tag = GRD_brotherhood
		BOS = {
			country_event = nf_brotherhood_integrate_guardians.2
		}
	}
	option = {
		name = nf_brotherhood_integrate_guardians.1.2
		ai_chance = {
			base = 0
		}
		bos_remove_from_ledger = yes
		BOS = {
			country_event = nf_brotherhood_integrate_guardians.3
		}
	}
}

#Guardians accepted
country_event = {
	id = nf_brotherhood_integrate_guardians.2
	title = nf_brotherhood_integrate_guardians.2.t
	desc = nf_brotherhood_integrate_guardians.2.d
	picture = GFX_event_ach_hood_turrets

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_integrate_guardians.2.1
		GRD = {
			effect_tooltip = {
				set_cosmetic_tag = GRD_brotherhood
			}
		}
		add_political_power = 25					  
	}
}

#Guardians Declined
country_event = {
	id = nf_brotherhood_integrate_guardians.3
	title = nf_brotherhood_integrate_guardians.3.t
	desc = nf_brotherhood_integrate_guardians.3.d
	picture = GFX_event_ach_hood_turrets

	is_triggered_only = yes

	option = {
		name = nf_brotherhood_steel_rangers.3.1
		GRD = {
			effect_tooltip = {
				bos_remove_from_ledger = yes
			}
		}
	}
}
country_event = {
	id = nf_brotherhood_hidden.1
	is_triggered_only = yes
	hidden = yes
	immediate = {
		complete_national_focus = bos_nf_the_scribes
	}
}

country_event = {
	id = nf_brotherhood_hidden.2
	is_triggered_only = yes
	hidden = yes
	immediate = {
		complete_national_focus = bos_nf_the_knights
	}
}
#Deploy Bunkered Divisions
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_bunkered_divisions.1" }
	id = nf_brotherhood_bunkered_divisions.1
	title = nf_brotherhood_bunkered_divisions.1.t 
	desc = nf_brotherhood_bunkered_divisions.1.desc
	picture = GFX_event_BOS_desert_patrol
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {

	}
	option = {
		name = nf_brotherhood_bunkered_divisions.1.a
		BOS = {
			load_oob=BOS_Brotherhood_Presence
		}
		set_variable = {
			bos_slh_volunterr_func_negative = 0
		}
		set_variable = {
			bos_slh_volunterr_func_positive = 0
		}
	}
	option = {
		name = nf_brotherhood_bunkered_divisions.1.b
		declare_war_on = {
			target = NCR
			type = take_claimed_state
		}
		BOS = {
			load_oob=BOS_Brotherhood_Presence
		}
		set_variable = {
			bos_slh_volunterr_func_negative = 0
		}
		set_variable = {
			bos_slh_volunterr_func_positive = 0
		}
	}
}
## Foreign Assistance Events start here. This is an umbrella for "interact with others" whereas ELH events is internal.
##Naming Convention: followup events are named XXXYY, where X is the root event + 0 and Y is the current followup event,
## so event 1's followup events would be 10Y, then 10YY past 9. Event 10's followup would be 100Y
country_event = {
	id = nf_brotherhood_foreign_assistance.1
	title = nf_brotherhood_foreign_assistance.1.t  ##Lost Hills Expands Operations.
	desc = nf_brotherhood_foreign_assistance.1.d ##Describe the news - surprise, you got a military base! Also, here's a ceremony you're holding to thank Lost Hills!
	picture = GFX_event_sub_generic_airport_interior 
	is_triggered_only = yes
	fire_only_once = no
	trigger = {

	}
	option = {
		name = nf_brotherhood_foreign_assistance.1.a ##they built away from the capital
		set_temp_variable = { caps_to_add = -100 }
		add_caps = yes
		random_owned_state  = {
			#prioritize = {THIS.capital}##try to do this in the capital
			##this probably doesn't work.
			if = {
				limit = {
					air_base < 2
				}
				set_building_level = { # ~2.5K IC
					type = air_base
					level = 2
					instant_build = yes
				}
			}
			if = {
				limit = {
					radar_station < 3
				}
				set_building_level = { # ~10k IC
					type = radar_station
					level = 3
					instant_build = yes
				}
			}
			if = {
				limit = {
					anti_air_building < 2
				}
				set_building_level = { # ~5k IC
					type = anti_air_building
					level = 2
					instant_build = yes
				}
			}
			if = {
				limit = {
					infrastructure < 4
				}
				set_building_level = { #failsafe for terrible AI
					type = infrastructure
					level = 4
					instant_build = yes
				}
			}
		}
		effect_tooltip = {
			BOS = {
				set_temp_variable = { caps_to_add = -100 }
				add_caps = yes
			}
			BOS = {
				add_to_variable = {
				var = bos_scribes_ready
				value = +1
				tooltip = scribe_math_tooltip
				}
			}
		}
		BOS = {
			country_event = nf_brotherhood_foreign_assistance.101
		}
	}
	option = {
		name = nf_brotherhood_foreign_assistance.1.b
		capital_scope = {
			# prioritize = {THIS.capital}##try to do this in the capital
			if = {
				limit = {
					air_base < 2
				}
				set_building_level = { # ~2.5K IC
					type = air_base
					level = 2
					instant_build = yes
				}
			}
			if = {
				limit = {
					radar_station < 3
				}
				set_building_level = { # ~10k IC
					type = radar_station
					level = 3
					instant_build = yes
				}
			}
			if = {
				limit = {
					anti_air_building < 2
				}
				set_building_level = { # ~5k IC
					type = anti_air_building
					level = 2
					instant_build = yes
				}
			}
			if = {
				limit = {
					infrastructure < 4
				}
				set_building_level = { #failsafe for terrible AI
					type = infrastructure
					level = 4
					instant_build = yes
				}
			}
		}
		effect_tooltip = {
			BOS = {
				set_temp_variable = { caps_to_add = -100 }
				add_caps = yes
			}
			BOS = {
				add_to_variable = {
				var = bos_scribes_ready
				value = +1
				tooltip = scribe_math_tooltip
				}
			}
		}
		BOS = {
			country_event = nf_brotherhood_foreign_assistance.101
		}
	
	}
	option = {
		name = nf_brotherhood_foreign_assistance.1.c ##collect letters for the return flight (stability)
		add_political_power = -25
		add_stability = 0.02
		capital_scope = {
			# prioritize = {THIS.capital}##try to do this in the capital
			if = {
				limit = {
					air_base < 2
				}
				set_building_level = { # ~2.5K IC
					type = air_base
					level = 2
					instant_build = yes
				}
			}
			if = {
				limit = {
					radar_station < 3
				}
				set_building_level = { # ~10k IC
					type = radar_station
					level = 3
					instant_build = yes
				}
			}
			if = {
				limit = {
					anti_air_building < 2
				}
				set_building_level = { # ~5k IC
					type = anti_air_building
					level = 2
					instant_build = yes
				}
			}
			if = {
				limit = {
					infrastructure < 4
				}
				set_building_level = { #failsafe for terrible AI
					type = infrastructure
					level = 4
					instant_build = yes
				}
			}
		}
		effect_tooltip = {
			BOS = {
				set_temp_variable = { caps_to_add = -100 }
				add_caps = yes
			}
			BOS = {
				add_to_variable = {
				var = bos_scribes_ready
				value = +1
				tooltip = scribe_math_tooltip
				}
			}
		}
		BOS = {
			country_event = nf_brotherhood_foreign_assistance.101
		}
	
	}
	option = {
		name = nf_brotherhood_foreign_assistance.1.e ##Hold a military parade! (war support)
		add_political_power = -40
		add_war_support = 0.05
		capital_scope = {
			# prioritize = {THIS.capital}##try to do this in the capital
			if = {
				limit = {
					air_base < 2
				}
				set_building_level = { # ~2.5K IC
					type = air_base
					level = 2
					instant_build = yes
				}
			}
			if = {
				limit = {
					radar_station < 3
				}
				set_building_level = { # ~10k IC
					type = radar_station
					level = 3
					instant_build = yes
				}
			}
			if = {
				limit = {
					anti_air_building < 2
				}
				set_building_level = { # ~5k IC
					type = anti_air_building
					level = 2
					instant_build = yes
				}
			}
			if = {
				limit = {
					infrastructure < 4
				}
				set_building_level = { #failsafe for terrible AI
					type = infrastructure
					level = 4
					instant_build = yes
				}
			}
		}
		effect_tooltip = {
			BOS = {
				set_temp_variable = { caps_to_add = -100 }
				add_caps = yes
			}
			BOS = {
				add_to_variable = {
				var = bos_scribes_ready
				value = +1
				tooltip = scribe_math_tooltip
				}
			}
		}
		BOS = {
			country_event = nf_brotherhood_foreign_assistance.101
		}
	
	}
}
country_event = {
	id = nf_brotherhood_foreign_assistance.101
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_foreign_assistance.101" }
	title = nf_brotherhood_foreign_assistance.101.t  ##Lost Hills Expands Operations. - Lost Hills view
	desc = nf_brotherhood_foreign_assistance.101.d ##Describe Lost Hills elder stepping off vertibird with gaggles of Scribes.
	picture = GFX_event_sub_generic_airport_interior 
	is_triggered_only = yes
	fire_only_once = no
	trigger = {

	}
	option = {
		name = nf_brotherhood_foreign_assistance.101.a ##Disparate no longer.
		effect_tooltip = {
			
			custom_effect_tooltip = bos_reminder_about_caps
			BOS = {
				set_temp_variable = { caps_to_add = -100 }
				add_caps = yes
			}
			BOS = {
				add_to_variable = {
				var = bos_scribes_ready
				value = +1
				tooltip = scribe_math_tooltip
				}
			}
			custom_effect_tooltip = bos_target_got
			FROM = {
				capital_scope = {
					set_building_level = { # ~2.5K IC
						type = air_base
						level = 2
						instant_build = yes
					}
					set_building_level = { # ~10k IC
						type = radar_station
						level = 3
						instant_build = yes
					}
					set_building_level = { # ~5k IC
						type = anti_air_building
						level = 2
						instant_build = yes
					}
					set_building_level = { #failsafe for terrible AI
						type = infrastructure
						level = 4
						instant_build = yes
					}
				}
			}
		}
	}
}
country_event = {
	id = nf_brotherhood_foreign_assistance.2
	immediate = {	
		hidden_effect = {
			BOS = { 
				country_event = nf_brotherhood_foreign_assistance.201 
			}
		} 
		 log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_foreign_assistance.2"
	}
	title = nf_brotherhood_foreign_assistance.2.t  ##Treasures for the new Elder
	desc = nf_brotherhood_foreign_assistance.2.d ##Describe the news - The Troika want this nation's elder to ascend and embrace the Troika Apocrypha, by allowing their Scribes to install implants that will "reveal the Lie-World"
	picture = GFX_event_sub_generic_airport_interior 
	is_triggered_only = yes
	fire_only_once = no
	trigger = {

	}
	option = {
		name = nf_brotherhood_foreign_assistance.2.a ##Accept the assistance, and go under the Troika's knife.
		custom_effect_tooltip = troika_unlock_augment_system_tt
		custom_effect_tooltip = fallout_add_augment
		bos_troika_install_augment_in_elder = yes
		set_country_flag = troika_loyalist_chapter
		add_political_power = -100
		BOS = {
			country_event = nf_brotherhood_foreign_assistance.202
		}
		ai_chance = {
			base = 1
			modifier = {
				AND = { ##if this country is an AI (it better be) and the BOS is not, AND the Midwest doesn't exist or is an AI, make it a little easier on the BOS.
					is_ai = yes
					BOS = {
						is_ai = no
					}
					OR = {
						BMW = {
						is_ai = yes
						}
						NOT = {
							country_exists = BMW
						}
					}
				}
				add = 1
			}
			modifier = {
				is_in_faction_with = BOS
				add = 2
			}
			modifier = {
				has_opinion = {
					target = BOS
					value > 20
				}
				add = 2
			}
			modifier = {
				has_opinion = {
					target = BOS
					value > 99
				}
				add = 3
			}
		}
	}
	# option = {
		# name = nf_brotherhood_foreign_assistance.2.mid ##Reject this insanity. Stand against this, with the Midwest.
		# BOS = {
			# country_event = nf_brotherhood_foreign_assiatnce.203 ##The Chapter Leaves for the Midwest.
		# }
	# }
	option = {
		name = nf_brotherhood_foreign_assistance.2.b ##Reject this insanity, and Lost Hills. 
		if = {
			limit = {
				is_in_faction_with = BOS
			}
			leave_faction = yes
		}
		BOS = {
			end_puppet = ROOT
		}
		bos_remove_from_ledger = yes
		set_country_flag = troika_disloyal_chapter
		add_political_power = 200
		add_war_support = 0.05
		add_stability = 0.1
		bos_exodus_manpower_modifier_micro = yes
		add_opinion_modifier = { target = BOS modifier = tca_twisted_legacy }
		BOS = {
			add_opinion_modifier = { target = FROM modifier = tca_pathetic_exiles }
			country_event = nf_brotherhood_foreign_assistance.204
		}
		bos_troika_upgrade_bos_experience_law = yes
		ai_chance = {
			base = 1
			modifier = {
				has_opinion = {
					target = BOS
					value < -20
				}
				add = 2
			}
		}
	}
}
country_event = {	
	id = nf_brotherhood_foreign_assistance.201
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_foreign_assistance.201" }
	title = nf_brotherhood_foreign_assistance.201.t  ##Treasures for the New Elder. - Lost Hills view
	desc = nf_brotherhood_foreign_assistance.201.d ##Describe the Troika visiting this chapter leader.
	picture = GFX_event_sub_generic_airport_interior 
	is_triggered_only = yes
	fire_only_once = no
	trigger = {

	}
	option = {
		name = nf_brotherhood_foreign_assistance.201.a ##An offer made.
		add_political_power = 25
	}
}
country_event = {	
	id = nf_brotherhood_foreign_assistance.202
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_foreign_assistance.202" }
	title = nf_brotherhood_foreign_assistance.202.t  ##Treasures for the New Elder. - Lost Hills view, Offer Accepted.
	desc = nf_brotherhood_foreign_assistance.202.d ##They accepted, let's get on with our great ritual soon!
	picture = GFX_event_sub_generic_airport_interior 
	is_triggered_only = yes
	fire_only_once = no
	trigger = {

	}
	option = {
		name = nf_brotherhood_foreign_assistance.202.a ##An offer accepted.
		add_political_power = 100
		add_stability = 0.01
		add_war_support = 0.02
		add_manpower = 350
		effect_tooltip = {
			FROM = {
				custom_effect_tooltip = troika_unlock_augment_system_tt
				custom_effect_tooltip = fallout_add_augment
				bos_troika_install_augment_in_elder = yes
			}
		}
	}
}
##203 for the midwest will go here.
country_event = {	
	id = nf_brotherhood_foreign_assistance.204
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_foreign_assistance.204" }
	title = nf_brotherhood_foreign_assistance.204.t  ##Treasures for the New Elder. - Lost Hills view, Offer Rejected.
	desc = nf_brotherhood_foreign_assistance.204.d ##They rejected
	picture = GFX_event_sub_generic_airport_interior 
	is_triggered_only = yes
	fire_only_once = no
	trigger = {

	}
	option = {
		name = nf_brotherhood_foreign_assistance.204.a ##An offer rejected
		add_to_variable = {
			var = bos_troika_crowns
			value = 1
			tooltip = bos_crowns_math_tt
		}
		effect_tooltip = {
			FROM = {
				if = {
					limit = {
						is_in_faction_with = BOS
					}
					leave_faction = yes
				}
				BOS = {
					end_puppet = ROOT
				}
				bos_remove_from_ledger = yes
				add_political_power = 200
				add_war_support = 0.05
				add_stability = 0.1
				add_timed_idea = {
					idea = bos_brotherhood_exodus
					days = 40
				}
				set_temp_variable = { refugees_to_add = 750 }
				exodus_add_refugees = yes
				add_opinion_modifier = { target = BOS modifier = tca_twisted_legacy }
				BOS = {
					add_opinion_modifier = { target = FROM modifier = tca_pathetic_exiles }
				}
				add_ideas = bos_bos_fighting_experience_1
			}
		}
	}
}
country_event = {
	id = nf_brotherhood_foreign_assistance.3
	title = nf_brotherhood_foreign_assistance.3.t  ##Lost Hills Expands Operations.
	desc = nf_brotherhood_foreign_assistance.3.d ##Describe the news - surprise, you got a military base! Also, here's a ceremony you're holding to thank Lost Hills!
	picture = GFX_event_sub_generic_airport_interior 
	is_triggered_only = yes
	fire_only_once = no
	trigger = {

	}
	  # nf_brotherhood_foreign_assistance.3.a: "Increasing our military production is critical."
	  # nf_brotherhood_foreign_assistance.3.b: "We need better power infrastructure."
	  # nf_brotherhood_foreign_assistance.3.c: "Maybe they can take a look at our logistics?"
	  # nf_brotherhood_foreign_assistance.3.e: "Border defenses would be appreciated the most." ##this one not enabled, too hard to figure out rn
	  # nf_brotherhood_foreign_assistance.3.f: "Getting a new electronics fab is vital."
	  # nf_brotherhood_foreign_assistance.3.g: "We need their research advice."
	immediate = {
		hidden_effect = {
			BOS = {
				if = {
					limit = {
						NOT = {has_country_flag = no_more_notifications_foreign_301}
					}
					BOS = {
						country_event = nf_brotherhood_foreign_assistance.301
					}
				}
			}
		}
	}
	option = {
		name = nf_brotherhood_foreign_assistance.3.h #"Nothing for us"
		BOS = {
			set_temp_variable = { caps_to_add = 20 }
			add_caps = yes
		}
		ai_chance = {
			base = 0
		}
	}
	option = {
		name = nf_brotherhood_foreign_assistance.3.b #"We need better power infrastructure."
		trigger = {
			BOS = {
				NOT = {has_active_mission = bos_lost_hills_diplomacy_building_power}
			}
		}
		set_temp_variable = { caps_to_add = -20 }
		add_caps = yes
		random_core_state  = {
			limit = {
				is_valid_state_for_2_arms_factories = yes
			}
			add_building_construction = {
				type = electricity_generator
				level = 2
				instant_build = yes
			}
		}
		effect_tooltip = {
			BOS = {
				set_temp_variable = { caps_to_add = -20 }
				add_caps = yes
			}
		}
		BOS = {
			activate_mission = bos_lost_hills_diplomacy_building_power
		}
		ai_chance = {
			base = 1
			modifier = {
				fuel_ratio < 0.4
				add = 19
			}
			modifier = {
				fuel_ratio > 0.9
				factor = 0
			}
		}
	}
	option = {
		name = nf_brotherhood_foreign_assistance.3.c #"Maybe they can take a look at our logistics?"
		trigger = {
			BOS = {
				NOT = {has_active_mission = bos_lost_hills_diplomacy_building_logistics}
			}
		}
		set_temp_variable = { caps_to_add = -25 }
		add_caps = yes
		random_owned_state  = {
			limit = {
				infrastructure < 7
			}
			add_building_construction = {
				type = infrastructure
				level = 3
				instant_build = yes
			}
		}
		effect_tooltip = {
			BOS = {
				set_temp_variable = { caps_to_add = -20 }
				add_caps = yes
			}
		}
		BOS = {
			activate_mission = bos_lost_hills_diplomacy_building_logistics
		}
	}
	# option = {
		# name = nf_brotherhood_foreign_assistance.3.e #"Border defenses would be appreciated the most."
		# trigger = {
			# BOS = {
				# NOT = {has_active_mission = bos_lost_hills_diplomacy_building_factory}
			# }
		# }
		# set_temp_variable = { caps_to_add = -25 }
		# add_caps = yes
		# random_owned_state  = {
			# limit = {
				# is_valid_state_for_arms_factory = yes
			# }
			# add_building_construction = {
				# type = arms_factory
				# level = 1
				# instant_build = yes
			# }
		# }
		# effect_tooltip = {
			# BOS = {
				# set_temp_variable = { caps_to_add = -20 }
				# add_caps = yes
			# }
		# }
		# BOS = {
			# activate_mission = bos_lost_hills_diplomacy_building_factory
		# }
	# }
	option = {
		name = nf_brotherhood_foreign_assistance.3.f #"Getting a new electronics fab is vital."
		trigger = {
			BOS = {
				NOT = {has_active_mission = bos_lost_hills_diplomacy_building_electronics_fab}
			}
		}
		set_temp_variable = { caps_to_add = -30 }
		add_caps = yes
		random_core_state  = {
			limit = {
				is_valid_state_for_2_arms_factories = yes
				circuitry_generator < 2
			}
			add_building_construction = {
				type = circuitry_generator
				level = 2
				instant_build = yes
			}
		}
		effect_tooltip = {
			BOS = {
				set_temp_variable = { caps_to_add = -20 }
				add_caps = yes
			}
		}
		BOS = {
			activate_mission = bos_lost_hills_diplomacy_building_electronics_fab
		}
		ai_chance = {
			base = 1
			# modifier = {
				# has_resources_amount = {
					# resource = circuitry
					# amount < 6
					# delivered = yes
				# }
				# add = 19
			# }
			# modifier = { ##has_resources_amount is not allowed in ai_chance for some reason
				# has_resources_amount = {
					# resource = circuitry
					# amount > 16
					# delivered = yes
				# }
				# factor = 0
			# }
		}
	}
	option = {
		name = nf_brotherhood_foreign_assistance.3.g #"We need their research advice."
		trigger = {
			BOS = {
				NOT = {has_active_mission = bos_lost_hills_diplomacy_building_advising_research}
			}
		}
		set_temp_variable = { caps_to_add = -20 }
		add_caps = yes
		effect_tooltip = {
			BOS = {
				set_temp_variable = { caps_to_add = -20 }
				add_caps = yes
			}
		}
		add_tech_bonus = {
			bonus = 0.25
			ahead_reduction = 1.5
			uses = 1
			category = infantry_tech_category 
			category = support_tech_category 
			category = industry 
			category = electronics 
			category = med_tech 
			category = education_tech 
			category = agriculture_tech
		}
		BOS = {
			activate_mission = bos_lost_hills_diplomacy_building_advising_research
		}
		
		ai_chance = {
			base = 1
			modifier = {
				num_researched_technologies < 110
				add = 19
			}
			modifier = {
				num_researched_technologies > 190
				factor = 0
			}
		}
	}
	option = {
		name = nf_brotherhood_foreign_assistance.3.a #"Increasing our military production is critical."
		trigger = {
			BOS = {
				NOT = {has_active_mission = bos_lost_hills_diplomacy_building_factory}
			}
		}
		set_temp_variable = { caps_to_add = -35 }
		add_caps = yes
		random_core_state  = {
			limit = {
				is_valid_state_for_arms_factory = yes
			}
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		effect_tooltip = {
			BOS = {
				set_temp_variable = { caps_to_add = -20 }
				add_caps = yes
			}
		}
		BOS = {
			activate_mission = bos_lost_hills_diplomacy_building_factory
		}
		ai_chance = {
			base = 1
			modifier = {
				stockpile_ratio = {
					archetype = infantry_equipment
					ratio < 0.5
				}
				add = 19
			}
		}
	}
}
country_event = {
	id = nf_brotherhood_foreign_assistance.301
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_foreign_assistance.301" }
	title = nf_brotherhood_foreign_assistance.301.t  ##Lost Hills Expands Operations. - Lost Hills view
	desc = nf_brotherhood_foreign_assistance.301.d ##Describe Lost Hills elder stepping off vertibird with gaggles of Scribes.
	picture = GFX_event_sub_generic_airport_interior 
	is_triggered_only = yes
	fire_only_once = no
	trigger = {

	}
	option = {
		name = nf_brotherhood_foreign_assistance.301.a ##Let's see here...
	}
	option = {
		name = nf_brotherhood_foreign_assistance.301.b ##Don't bother me with this again.
		BOS = {
			set_country_flag = no_more_notifications_foreign_301
		}
	}
}
country_event = {
	id = nf_brotherhood_foreign_assistance.4
	immediate = { log = "[GetDateText]: [Root.GetName]: hidden event nf_brotherhood_foreign_assistance.4 which sets notification flag" }
	title = nf_brotherhood_foreign_assistance.4.t  ##Hidden event in Brotherhood nation that sends a notification event to Lost Hills.
	desc = nf_brotherhood_foreign_assistance.4.d ##
	picture = GFX_event_sub_generic_airport_interior 
	is_triggered_only = no
	fire_only_once = no
	hidden = yes
	mean_time_to_happen = {
		days = 2 ##log complains but the trigger controls it.
	}
	trigger = {
		is_brotherhood_nation = yes
		is_in_array = {
			array = global.bos_ledger_members
			value = THIS
		}
		has_war = yes
		NOT = {
			is_in_faction_with = BOS
			has_war_with = BOS
			has_country_flag = sent_lost_hills_volunteer_notification
			check_variable = {
				var = modifier@cant_sent_volunteers_to_this_country
				value = 1
				compare = greater_than_or_equals
			}
		}
	}
	option = {
		name = nf_brotherhood_foreign_assistance.4.a ##Send notification event
		if = {
			limit = { 
				NOT = {
					has_country_flag = volunteer_notifications_ignored_by_lost_hills
				}
				BOS = {
					NOT = {
						has_country_flag = no_more_notifications_foreign_401
					}
				}
			}
		BOS = {
			country_event = nf_brotherhood_foreign_assistance.402
			log = "[GetDateText]: [Root.GetName]: Brotherhood sent volunteers notification" 
		}
		}
		set_country_flag = sent_lost_hills_volunteer_notification
	}
}
country_event = {
	id = nf_brotherhood_foreign_assistance.401
	immediate = { log = "[GetDateText]: [Root.GetName]: hidden event nf_brotherhood_foreign_assistance.401 which clears notification flag" }
	title = nf_brotherhood_foreign_assistance.4.t  ##Hidden event in Brotherhood nation that clears the notification flag for foreign_assistance.4, when they exit their active wars.
	desc = nf_brotherhood_foreign_assistance.4.d ##
	picture = GFX_event_sub_generic_airport_interior 
	is_triggered_only = no
	fire_only_once = no
	minor_flavor = yes ##turning off minor popups will hide this event.
	hidden = yes
	mean_time_to_happen = {
		days = 7
	}
	trigger = {
		has_war = no
		has_country_flag = sent_lost_hills_volunteer_notification
		NOT = {
			has_country_flag = volunteer_notifications_ignored_by_lost_hills
		}
	}
	option = {
		name = nf_brotherhood_foreign_assistance.301.a
		clr_country_flag = sent_lost_hills_volunteer_notification
	}
}
country_event = {
	id = nf_brotherhood_foreign_assistance.402
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_foreign_assistance.402 lost hills can send volunteers notification." }
	title = nf_brotherhood_foreign_assistance.402.t  ## event in Brotherhood nation that clears the notification flag for foreign_assistance.4, when they exit their active wars.
	desc = nf_brotherhood_foreign_assistance.402.d ##
	picture = GFX_event_sub_generic_airport_interior 
	is_triggered_only = yes
	fire_only_once = no
	minor_flavor = no ##turning off minor popups will hide this event.
	option = {
		name = nf_brotherhood_foreign_assistance.402.a ##Good to know.
	}
	option = {
		name = nf_brotherhood_foreign_assistance.402.b ##We have no interest in the plight of this Chapter.
		FROM = {
			set_country_flag = volunteer_notifications_ignored_by_lost_hills
		}
	}
	option = {
		name = nf_brotherhood_foreign_assistance.402.c ##Ignore Notifications From All Chapters
		BOS = {
			set_country_flag = no_more_notifications_foreign_401
		}
	}
}
##EXPANDED LOST HILLS OTHER  - should be primarily INTERNAL stuff. ##Naming Convention: followup events are named XXXYY, where X is the root event + 0 and Y is the current followup event, so event 1's followup events would be 10Y, then 10YY past 9. Event 10's followup would be 100Y
##Thanks to Phlogiston for permission to steal their plan!
country_event = {
	id = nf_brotherhood_elh_events.1
	title = nf_brotherhood_elh_events.1.t #The Price of Victory
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.1" }
	desc = nf_brotherhood_elh_events.1.d #The people of the NCR have not forgotten us. A patrol of promising young Knights and their apprentices were pelted with tin cans, rocks, and rotten food on their way through a town. The Reformer patrol leader, Senior Knight Sanders, did not give her squad permission to fire upon or otherwise disperse the townsfolk, and was assasinated by a Ranger hiding in the town. The Rhombian patrol that visited next brought a portable generator and a Scribe to establish peaceable relations with the townsfolk, and the very next day the town over was massacred by a Maxsonian led squad for refusal to surrender their militia's Wattz laser pistols, the only defense they had against the radscorpions commonplace around there. We must put forward a plan for our occupation of the NCR - and soon.
	picture = GFX_event_canada_fallout_purge
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
	set_variable = { popularity_ruler = party_popularity_100@ruler }
	set_variable = { popularity_intellectuals = party_popularity_100@intellectuals}
	subtract_from_variable = {
		var = popularity_intellectuals
		value = 20
	}
	clamp_variable = {
		var = popularity_intellectuals
		min = 0
		max = 100
	}
	set_variable = { popularity_elites = party_popularity_100@elites }
	set_variable = { popularity_people = party_popularity_100@people }
	##party_popularity_100@[group] is a game-calculated read only dynamic variable. It's being used here as a weight for the random list
	}
	option = {
		name = nf_brotherhood_elh_events.1.a #Debate drags on in the Council
		add_political_power = 50
		every_controlled_state = { ##Continued inconsistency has repercussions
			add_resistance = 25
		}
		custom_effect_tooltip=chances_popularity_tt
		random_list = { 
			popularity_ruler  = {
				add_ideas = bos_rhombian_occupation
			}
			popularity_intellectuals = {
				add_ideas = bos_troikan_occupation
				add_tech_bonus = {
					bonus = 0.5
					uses = 1
					category = implant_tech
				}
				modifier = {	
					factor = 0
					check_variable = {
						popularity_intellectuals < 20
					}
				}
				country_event = {
					id = nf_brotherhood_elh_events.102
					days = 60 
				}
			}
			popularity_elites = {
				add_ideas = bos_maxsonian_occupation
			}
			popularity_people = {
				add_ideas = bos_reformer_occupation
			}
		}
		ai_chance = {
			base = 33
		}
	}
	option = {
		name = nf_brotherhood_elh_events.1.maxsonians #Fear will keep the towns in line.
		trigger = {has_government = elites}
		add_ideas = bos_maxsonian_occupation
		ai_chance = {
			base = 64
		}
	}
	option = {
		name = nf_brotherhood_elh_events.1.rhombians #We were not kind, before. We will be this time.
		trigger = {has_government = ruler}
		add_ideas = bos_rhombian_occupation
		ai_chance = {
			base = 64
		}
	}
	option = {
		name = nf_brotherhood_elh_events.1.reformers #Begin reconstruction efforts immediately - they'll learn we mean well.
		trigger = {has_government = people}
		set_temp_variable = { caps_to_add = -100 }
		add_caps = yes
		add_ideas = bos_reformer_occupation
		ai_chance = {
			base = 64
		}
	}
	option = {
		name = nf_brotherhood_elh_events.1.troika #They will be dust in the Great Storm.
		trigger = {has_government = intellectuals}
		add_ideas = bos_troikan_occupation
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = implant_tech
		}
		country_event = nf_brotherhood_elh_events.103
		ai_chance = {
			base = 64
		}
	}
}
country_event = {
	id = nf_brotherhood_elh_events.102
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.102" }
	title = nf_brotherhood_elh_events.102.t #Will of Rhiannon
	desc = nf_brotherhood_elh_events.102.d #basically the same event as 102 with slightly different loc to explain How We Got Here
	picture = GFX_event_sub_generic_war_room #Probably replace this
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
	set_variable = { popularity_ruler = party_popularity_100@ruler }
	set_variable = { popularity_intellectuals = party_popularity_100@intellectuals }
	set_variable = { popularity_elites = party_popularity_100@elites }
	set_variable = { popularity_people = party_popularity_100@people }
	##party_popularity_100@[group] is a game-calculated read only dynamic variable. It's being used here as a weight for the random list
	}
	option = {
		name = nf_brotherhood_elh_events.102.a #Absolutely unacceptable! Rhiannon must be stopped, NOW!
		add_political_power = -200
		every_controlled_state = { ##Continued inconsistency has repercussions
			add_resistance = 25
		}
		custom_effect_tooltip=chances_popularity_tt
		random_list = { 
			popularity_ruler  = {
				add_ideas = bos_rhombian_occupation
			}
			popularity_elites = {
				add_ideas = bos_maxsonian_occupation
			}
			popularity_people = {
				add_ideas = bos_reformer_occupation
			}
		}
		remove_ideas = bos_troikan_occupation
		activate_decision = BOS_ban_intellectuals
		ai_chance = {
			base = 33
		}
	}
	option = {
		name = nf_brotherhood_elh_events.102.b #There is no other way.
		set_politics = {
			ruling_party = intellectuals
			}
		add_popularity = {
			ideology = intellectuals
			popularity = 0.3
		}
		ai_chance = {
			base = 64
		}
	}
}
country_event = {
	id = nf_brotherhood_elh_events.103
	title = nf_brotherhood_elh_events.103.t #Will of Rhiannon
	desc = nf_brotherhood_elh_events.103.d #event describing the callous process of bending the NCR to their bloody business.
	picture = GFX_event_sub_generic_war_room #Probably replace this
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
	set_variable = { popularity_ruler = party_popularity_100@ruler }
	set_variable = { popularity_intellectuals = party_popularity_100@intellectuals }
	set_variable = { popularity_elites = party_popularity_100@elites }
	set_variable = { popularity_people = party_popularity_100@people }
	log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.103"
	hidden_effect = {
		add_popularity = {
			ideology = elites
			popularity = 0.01
		}
		add_popularity = {
			ideology = ruler
			popularity = 0.01
		}
	}
	##party_popularity_100@[group] is a game-calculated read only dynamic variable. It's being used here as a weight for the random list
	}
	option = {
		name = nf_brotherhood_elh_events.103.a #By blood and gristle
		set_politics = {
			ruling_party = intellectuals
			}
		add_popularity = {
			ideology = intellectuals
			popularity = 0.3
		}
		ai_chance = {
			base = 33
		}
	}
	option = {
		name = nf_brotherhood_elh_events.103.b	
		trigger = {
			NOT = {
				BOS = {
				has_country_leader_with_trait = bos_absolute_brotherhood_high_elder
				}
			}
		}
		add_political_power = -200
		custom_effect_tooltip=chances_popularity_tt
		random_list = { 
			popularity_ruler  = {
				add_ideas = bos_rhombian_occupation
			}
			popularity_elites = {
				add_ideas = bos_maxsonian_occupation
			}
			popularity_people = {
				add_ideas = bos_reformer_occupation
			}
		}
		remove_ideas = bos_troikan_occupation
		activate_decision = BOS_ban_intellectuals
	}
}
country_event = {
	id = nf_brotherhood_elh_events.201
	title = nf_brotherhood_elh_events.201.t #Cleaning up our Image
	desc = nf_brotherhood_elh_events.201.d #event describing Radio propaganda of good deeds by the Brotherhood, efforts in reconstruction
	picture = GFX_event_NCR_ice_cream #I love this picture, but it might be controversial.
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
	set_variable = { popularity_ruler = party_popularity_100@ruler }
	set_variable = { popularity_intellectuals = party_popularity_100@intellectuals }
	set_variable = { popularity_elites = party_popularity_100@elites }
	set_variable = { popularity_people = party_popularity_100@people }
	log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.201"
	##party_popularity_100@[group] is a game-calculated read only dynamic variable. It's being used here as a weight for the random list
	}
	option = {
		name = nf_brotherhood_elh_events.201.a #We mean it.
		add_political_power = 100
		add_timed_idea = {
		idea = bos_propaganda_1
		days = 720
		}
		set_country_flag = reformers_reconstruction
		bos_reduce_famine = yes
		ai_chance = {
			base = 40
			modifier = {
			has_government = people
			factor = 2
			}
		}
	}
	option = {
		name = nf_brotherhood_elh_events.201.b #We'll relocate some.
		add_timed_idea = {
		idea = bos_propaganda_2
		days = 720
		}
		ai_chance = {
			base = 40
			modifier = {
			has_government = people
			factor = 0.5
			}
		}
	}
	option = {
		name = nf_brotherhood_elh_events.201.c #No need to follow through.
		ai_chance = {
			base = 20
			modifier = {
			has_government = people
			factor = 0
			}
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.202" }
	id = nf_brotherhood_elh_events.202
	title = nf_brotherhood_elh_events.202.t #Rule through Fear
	desc = nf_brotherhood_elh_events.202.d #event describing Radio propaganda of threats and coercion from the Brotherhood. Authoritarianism.
	picture = GFX_event_camp_alpha
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_elh_events.202.a #A brutal campaign
		every_controlled_state = { ##Fear is worth something.
			add_compliance = 5
		}
		add_timed_idea = {
		idea = bos_propaganda_3
		days = 720
		}
		ai_chance = {
			base = 13
		}
	}
	option = {
		name = nf_brotherhood_elh_events.202.b #A wave of fear.
		every_controlled_state = { ##Fear is worth something.
			add_compliance = 5
		}
		add_timed_idea = {
		idea = bos_propaganda_4
		days = 720
		}
		ai_chance = {
			base = 67
		}
	}
	option = {
		name = nf_brotherhood_elh_events.201.c #No need to follow through.
		ai_chance = {
			base = 20
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.203" }
	id = nf_brotherhood_elh_events.203 
	title = nf_brotherhood_elh_events.203.t #The New Paradigm
	desc = nf_brotherhood_elh_events.203.d #event describing taking over the political appartus of the NCR
	picture = GFX_event_sub_generic_war_room
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_elh_events.203.a #News Media
		every_controlled_state = {
			add_compliance = 10
		}
		set_country_flag = bos_news_media_primacy
		ai_chance = {
			base = 13
		}
	}
	option = {
		name = nf_brotherhood_elh_events.203.b #Engineers
		add_timed_idea = {
		idea = bos_civil_engineers
		days = 720
		}
		set_country_flag = bos_civil_engineers_primacy
		ai_chance = {
			base = 67
		}
	}
	option = {
		name = nf_brotherhood_elh_events.203.c #Police
		add_timed_idea = {
		idea = bos_the_police
		days = 720
		}
		set_country_flag = bos_police_primacy
		ai_chance = {
			base = 20
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.3" }
	id = nf_brotherhood_elh_events.3 
	title = nf_brotherhood_elh_events.3.t
	desc = nf_brotherhood_elh_events.3.d
	picture = GFX_event_followers_medicine
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_elh_events.3.a #The followers return.
		every_controlled_state = {
			add_compliance = 10
		}
		add_ideas = followers_established_idea
		set_country_flag = followers_established
		ai_chance = {
			base = 13
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.301" }
	id = nf_brotherhood_elh_events.301 
	title = nf_brotherhood_elh_events.301.t
	desc = nf_brotherhood_elh_events.301.d
	picture = GFX_event_followers_medicine
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_elh_events.301.a #TODO, SET FLAGS FOR NCR'S EXTRA FOLLOWER STUFF FOR BOS
		set_country_flag = ignacio_cooperation
		activate_advisor = BOS_ignacio
		ai_chance = {
			base = 13
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.4" }
	id = nf_brotherhood_elh_events.4 
	title = nf_brotherhood_elh_events.4.t #Reorganizing Our Economy
	desc = nf_brotherhood_elh_events.4.d
	picture = GFX_event_shady_sands
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_elh_events.4.a #The followers return.
		add_ideas = low_economic_mobilisation
		ai_chance = {
			base = 13
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.5" }
	id = nf_brotherhood_elh_events.5
	title = nf_brotherhood_elh_events.5.t #The Mutant Question
	desc = nf_brotherhood_elh_events.5.d
	picture = GFX_event_shady_sands
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_elh_events.5.a #Recruit All Mutants
		add_ideas = mutant_law_both
		custom_effect_tooltip = bos_law_category_unlocked_tt
		clr_country_flag = no_mutants_allowed
		add_political_power = -50
		ai_chance = {
			base = 13
			modifier = {
				has_government = people
				add = 74
			}
		}
	}
	option = {
		name = nf_brotherhood_elh_events.5.b #Recruit Ghouls
		add_ideas = mutant_law_ghoul
		custom_effect_tooltip = bos_law_category_unlocked_tt
		clr_country_flag = no_mutants_allowed
		add_political_power = -25
		ai_chance = {
			base = 13
		}
	}
	option = {
		name = nf_brotherhood_elh_events.5.c #We'll leave the option open.
		custom_effect_tooltip = bos_law_category_unlocked_tt
		clr_country_flag = no_mutants_allowed
		add_political_power = 50
		ai_chance = {
			base = 13
			modifier = {
				has_government = people
				factor = 0
			}
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.6" }
	id = nf_brotherhood_elh_events.6
	title = nf_brotherhood_elh_events.6.t #Rounding up Criminals
	desc = nf_brotherhood_elh_events.6.d
	picture = GFX_event_ncr_jail
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_elh_events.6.a #local leaders handle it
		add_political_power = 50
		add_stability = -0.02
		every_controlled_state = {
			add_compliance = -1
		}
		ai_chance = {
			base = 20
			modifier = { has_government = ruler factor = 2}
			modifier = { has_government = people factor = 0}
		}
	}
	option = {
		name = nf_brotherhood_elh_events.6.b #Rehouse Citizens
		add_political_power = -20
		set_temp_variable = { caps_to_add = -40 }
		add_caps = yes
		add_stability = 0.03
		every_controlled_state = {
			add_resistance = -5
		}
		ai_chance = {
			base = 10
			modifier = { has_government = elites factor = 0}
			modifier = { has_government = intellectuals factor = 0}
		}
	}
	option = {
		name = nf_brotherhood_elh_events.6.maxsonians #Execute the worst offenders
		trigger = {
			OR = {
			has_government = elites
			is_debug = yes
			}
		}
		add_political_power = -100
		add_stability = -0.02
		add_war_support = 0.05
		every_controlled_state = {
			add_compliance = 5
		}
		ai_chance = {
			base = 80 #can only be done by Maxsonians...
		}
	}
	option = {
		name = nf_brotherhood_elh_events.6.rhombians #Some criminals join the force
		trigger = {
			OR = {
				has_government = ruler
				is_debug = yes
			}
		}
		add_ideas = undesirables_law_homicidal
		add_political_power = -50
		add_manpower = 1500
		add_war_support = -0.03
		every_controlled_state = {
			add_resistance = 5
		}
		ai_chance = {
			base = 50
		}
	}
	option = {
		name = nf_brotherhood_elh_events.6.reformers #Pardon all Petty Offenders, Crime is a failure of the state.
		trigger = {
			OR = {
				has_government = people
				is_debug = yes
			}
		}
		add_ideas = undesirables_law_petty
		add_political_power = -50
		add_manpower = 1000
		add_stability = 0.01
		ai_chance = {
			base = 100
		}
	}
	option = {
		name = nf_brotherhood_elh_events.6.troika #There are other uses for so many prisoners...
		trigger = {
			OR = {
				has_government = intellectuals
				is_debug = yes
			}
		}
		add_stability = 0.03
		if = {
			limit = {
				NOT = {
					has_variable = bos_troika_crowns
				}
			}
			set_variable = { bos_troika_crowns = 0 }
		}
		add_to_variable = {
			var = bos_troika_crowns
			value = +1
			tooltip = bos_crowns_math_tt
		}
		ai_chance = {
			base = 100
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.7" }
	id = nf_brotherhood_elh_events.7
	title = nf_brotherhood_elh_events.7.t #The Great Storm at Last!
	desc = nf_brotherhood_elh_events.7.d
	picture = GFX_event_sub_generic_wasteland_5 ##change me!
	is_triggered_only = yes
	fire_only_once = yes
	##immediate - news evenet to all neighbhouring countries?
	option = {
		name = nf_brotherhood_elh_events.7.a #Only the truly loyal are permitted.
		add_political_power = 100
		bos_troikan_loyalist_self_only_buff_effect = yes
		ai_chance = {
			base = 13
			modifier = {
				num_faction_members < 3
				add = 74
			}
		}
	}
	option = {
		name = nf_brotherhood_elh_events.7.b #All the loyal chapters join us!
		##country event to all in scope telling them what happened
		set_faction_name  = bos_nf_the_great_storm
		bos_troikan_loyalist_buff_effect = yes
		ai_chance = {
			base = 0
			modifier = {
				num_faction_members > 3
				add = 74
			}
		}
	}
	option = {
		name = nf_brotherhood_elh_events.7.c #Only MANAWYDDAN-RHIANNON-PRYDERI!
		add_political_power = 300
		add_stability = 0.05
		bos_troikan_only_troika_buff_effect = yes
		ai_chance = {
			base = 13
			modifier = {
				num_faction_members < 2
				factor = 10
			}
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.701" }
	id = nf_brotherhood_elh_events.701
	title = nf_brotherhood_elh_events.701.t #Rewarded at the Ritual
	desc = nf_brotherhood_elh_events.701.d
	picture = GFX_event_sub_generic_wasteland_5 ##make sure I match the previous event!
	is_triggered_only = yes
	fire_only_once = yes
	##immediate - news evenet to all neighbhouring countries?
	option = {
		name = nf_brotherhood_elh_events.701.a #We are transformed.
		custom_effect_tooltip = bos_all_are_special_tt
		effect_tooltip = {
			BOS = {
				set_faction_name  = bos_nf_the_great_storm
			}
		}
		bos_troikan_loyalist_diplomacy_buff_effect = yes
		ai_chance = {
			base = 13
			modifier = {
				num_faction_members < 3
				add = 74
			}
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.702" }
	id = nf_brotherhood_elh_events.702
	title = nf_brotherhood_elh_events.702.t #Spurned at the Ritual
	desc = nf_brotherhood_elh_events.702.d
	picture = GFX_event_sub_generic_wasteland_5 ##make sure I match the previous event!
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_elh_events.702.a #It was still a gathering of peers.
		add_war_support = 0.05
		bos_troikan_loyalist_diplomacy_buff_effect = yes 		##diplomacy effect with other loyalists
		effect_tooltip = {
			BOS = {
				bos_troikan_loyalist_self_only_buff_effect = yes	##reused for tooltip, already applied
			}
		}
		ai_chance = {
			base = 13
			modifier = {
				num_faction_members > 3
				add = 74
			}
		}
	}
	option = {
		name = nf_brotherhood_elh_events.702.b #All of the chapters, insulted.
		add_political_power = 100
		##diplomacy effect (reduction) with Troika
		add_opinion_modifier = {
			target = BOS
			modifier = unstable_alliance
		}
		effect_tooltip = {
			BOS = {
				bos_troikan_loyalist_self_only_buff_effect = yes	##reused for tooltip, already applied
			}
		}
		ai_chance = {
			base = 13
			modifier = {
				num_faction_members < 4
				add = 74
			}
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.703" }
	id = nf_brotherhood_elh_events.703
	title = nf_brotherhood_elh_events.703.t #Rewarded at the Ritual
	desc = nf_brotherhood_elh_events.703.d
	picture = GFX_event_sub_generic_wasteland_5 ##make sure I match the previous event!
	is_triggered_only = yes
	fire_only_once = yes
	##immediate - news evenet to all neighbhouring countries?
	option = {
		name = nf_brotherhood_elh_events.703.a #together we are the great storm!
		bos_troikan_loyalist_diplomacy_buff_effect = yes
		ai_chance = {
			base = 13
			modifier = {
				num_faction_members < 3
				add = 74
			}
		}
	}
}
##Also useful template for this kind of event.
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.8" }
	id = nf_brotherhood_elh_events.8
	title = nf_brotherhood_elh_events.8.t #The Hub: Rich and Powerful
	desc = nf_brotherhood_elh_events.8.d #Merchants turned criminal have made the Hub even more problematic than in the NCR's time.
	picture = GFX_event_sub_generic_war_room
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_elh_events.8.a #Broker a deal to minimize violence.
		trigger = { NOT = { has_government = intellectuals}} # Not Available Under This Condition
		set_temp_variable = { caps_to_add = 50 }
		add_caps = yes
		1 = { 
			add_state_modifier = {
				modifier = {
					caps_trade_node_route_limit = 2
					caps_node_trade_modifier = -0.15
				}
			}
		}
		modify_timed_idea = { 
			idea = bos_ncr_reconstruction_campaign
			days = -60
		}
		ai_chance = {
			base = 20
			modifier = { has_government = ruler factor = 2}
			modifier = { has_government = people factor = 0}
		}
	}
	option = {
		name = nf_brotherhood_elh_events.8.b #A surge of police should do the trick.
		custom_effect_tooltip = nf_brotherhood_orange_option_tt
		add_political_power = -60
		add_stability = 0.03
		add_manpower = -200
		modify_timed_idea = { 
			idea = bos_ncr_reconstruction_campaign
			days = -60
		}
		1 = { 
			add_state_modifier = {
				modifier = {
					caps_node_base_modifier = 0.2
					compliance_growth = 0.25
					required_garrison_factor = 0.15
				}
			}
		}
		trigger = { 
			OR = { 
				is_debug = yes
				has_country_flag = bos_police_primacy
			}
		} ##flags are bos_civil_engineers_primacy bos_news_media_primacy bos_police_primacy
		ai_chance = {
			base = 50
			modifier = { has_government = elites factor = 0.5}
			#modifier = { has_government = people factor = 0}
		}
	}
	option = {
		name = nf_brotherhood_elh_events.8.maxsonians #Capital Punishment
		trigger = {
			OR = {
				has_government = elites
				has_completed_focus = bos_nf_high_elder_maxson_economic_plan
				is_debug = yes
			}
		}
		modify_timed_idea = { 
			idea = bos_ncr_reconstruction_campaign
			days = -15
		}
		add_stability = 0.01
		1 = {
			set_temp_variable = {
				pop_add = -400
			}
			add_state_population = yes
			add_state_modifier = {
				modifier = {
					caps_node_base_modifier = 0.2
					resistance_target = 0.04
				}
			}
		}
		ai_chance = {
			base = 60 #can only be done by Maxsonians... but might not be the best choice.
		}
	}
	option = {
		name = nf_brotherhood_elh_events.8.rhombians #Pay for Mercenaries
		trigger = {
			OR = {
				has_government = ruler
				has_completed_focus = bos_nf_high_elder_torni_economic_plan
				is_debug = yes
			}
		}
		set_temp_variable = { caps_to_add = -100 }
		add_caps = yes
		modify_timed_idea = { 
			idea = bos_ncr_reconstruction_campaign
			days = -30
		}
		add_stability = 0.01
		1 = {
			add_state_modifier = {
				modifier = {
					caps_node_base_modifier = 0.2
					caps_node_trade_modifier = -0.05
				}
			}
		}
		ai_chance = {
			base = 50
		}
	}
	option = {
		name = nf_brotherhood_elh_events.8.reformers #Get a better deal
		trigger = {
			OR = {
				has_government = people
				has_completed_focus = bos_nf_high_elder_llwyd_economic_plan
				is_debug = yes
			}
		}
		set_temp_variable = { caps_to_add = -150 }
		add_caps = yes
		1 = { ##literally just a slightly modified Hub Redevelopment Act focus, shh.
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_state_modifier = {
				modifier = {
					caps_node_base_modifier = 0.2
					caps_node_trade_modifier = -0.15
					caps_trade_node_route_limit = 2
				}
			}
		}
		ai_chance = {
			base = 100
		}
	}
	option = {
		name = nf_brotherhood_elh_events.8.troika #Espionage!
		trigger = {
			OR = {
				has_government = intellectuals
				has_completed_focus = bos_nf_high_elder_rhiannon_economic_plan
				is_debug = yes
			}
		}
		1 = { ##literally just a slightly modified Hub Redevelopment Act focus, shh.
			add_state_modifier = {
				modifier = {
					caps_node_base_modifier = 0.2
					caps_node_trade_modifier = 0.15
					caps_trade_node_route_limit = 2
					local_manpower = -0.5
					local_resources = -0.2
				}
			}
		}
		ai_chance = {
			base = 100 #It's their only option anyways, so this is redundant.
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.9" }
	id = nf_brotherhood_elh_events.9
	title = nf_brotherhood_elh_events.9.t #Our Name
	desc = nf_brotherhood_elh_events.9.d #blah blah blah change our name to make citizens feel included, don't do it to preserve our legacy.
	picture = GFX_event_shady_sands
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_elh_events.9.a #We are California
		BOS = {
			drop_cosmetic_tag = yes
			set_Cosmetic_Tag = CALBOS_cosmetic
		}
		add_political_power = -25
		modify_timed_idea = { 
			idea = bos_ncr_reconstruction_campaign
			days = -30
		}
		ai_chance = {
			base = 0
			modifier = { NOT = { has_government = elites} add = 3}
		}
	}
	option = {
		name = nf_brotherhood_elh_events.9.b #Never forget our roots.
		add_political_power = 10
		add_war_support = 0.03
		if = {
			limit = {
				has_country_flag = bos_elites_allowed
			}
			set_temp_variable = { temp_BOS_drift_add = 0.5}
			bos_boost_elites_drift = yes		
		}
		ai_chance = {
			base = 0
			modifier = { has_government = elites add = 3}
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.10" }
	id = nf_brotherhood_elh_events.10
	title = nf_brotherhood_elh_events.10.t 
	desc = nf_brotherhood_elh_events.10.d
	picture = GFX_event_ncr_drummond_and_bos
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_elh_events.10.a #Accept
		add_political_power = -25
		set_global_flag = bos_ncr_accepted_deal_for_maxson
		BOS = {
			set_temp_variable = { BOS_tension_to_add = -40 }
			bos_change_tension = yes
			set_country_flag = legion_defence_pact_member
		}
		NCR = {
			set_temp_variable = { BOS_tension_to_add = -40 }
			bos_change_tension = yes
			set_country_flag = legion_defence_pact_member
		}
		BOS = {
			news_event = nf_brotherhood_elh_events.10003
		}
		CES = {
			news_event = nf_brotherhood_elh_events.10002
		}
		hidden_effect = { ##Invite events for GRD,MOJ, and BSF.
			GRD = {
				country_event = nf_brotherhood_elh_events.10001
			}
			MOJ = {
				country_event = nf_brotherhood_elh_events.10001
			}
			if = {
				limit = {
					SHI = {
						has_completed_focus = shi_contact_lost_hills
					}
				}
				SHI = {
					country_event = nf_brotherhood_elh_events.10001
				}
			}
		}
		NCR = {
			every_owned_state = {
				limit = {
					region = 51
				}
				add_core_of = BOS
				BOS = { transfer_state = PREV }
			}
		}
		BOS = {
			diplomatic_relation = {
				country = NCR
				relation = non_aggression_pact
				active = yes
			}
		}
		BOS = {
			diplomatic_relation = {
				country = NCR
				relation = military_access
				active = yes
			}
		}
		BOS = {
			diplomatic_relation = {
				country = NCR
				relation = docking_rights
				active = yes
			}
		}
		ai_chance = {
			base = 1
			modifier = { NOT = { has_government = elites} add = 2}
			modifier = {
				has_war_with = CES
				add = 2
			}
			modifier = {
				has_country_leader = { 
					character = NCR_grant_c_hayes
					ruling_only = yes
				} ##Hayes will never work with the Brotherhood while the NCR stands.
				factor = 0
			}
		}
	}
	option = {
		name = nf_brotherhood_elh_events.10.b #Decline
		add_political_power = 25
		BOS = {
			set_temp_variable = { BOS_tension_to_add = 20 }
			bos_change_tension = yes
		}
		NCR = {
			set_temp_variable = { BOS_tension_to_add = 20 }
			bos_change_tension = yes
		}
		BOS = {
			news_event = nf_brotherhood_elh_events.10004
		}
		ai_chance = {
			base = 1
			modifier = {
				has_government = elites
				add = 2
			}
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.10001" }
	id = nf_brotherhood_elh_events.10001
	title = nf_brotherhood_elh_events.10001.t 
	desc = nf_brotherhood_elh_events.10001.d  ##Explain the LDP to Chain That Binds chapters (BSF,MOJ,GRD)
	picture = GFX_event_ncr_drummond_and_bos
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = nf_brotherhood_elh_events.10001.a #Accept
		BOS = {
			add_to_faction = PREV
		}
		set_country_flag = legion_defence_pact_member
		ai_chance = {
			base = 1
		}
	}
	option = {
		name = nf_brotherhood_elh_events.10001.b #Decline
		ai_chance = {
			base = 0
		}
	}
}
news_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.10002" }
	id = nf_brotherhood_elh_events.10002
	title = nf_brotherhood_elh_events.10002.t 
	desc = nf_brotherhood_elh_events.10002.d  ##Explain the Legion Defence Pact to CES
	picture = GFX_event_ncr_drummond_and_bos
	is_triggered_only = yes
	fire_only_once = yes
	major = no
	option = {
		name = nf_brotherhood_elh_events.10002.a #Accept
		add_war_support = 0.05
		add_equipment_to_stockpile = {
			type = anti_tank_equipment_2
			amount = 800
			producer = USA
		}
	}
}
news_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.10003" }
	id = nf_brotherhood_elh_events.10003
	title = nf_brotherhood_elh_events.10003.t 
	desc = nf_brotherhood_elh_events.10003.d  ##NCR accepted - BOS event
	picture = GFX_event_ncr_drummond_and_bos
	is_triggered_only = yes
	fire_only_once = yes
	major = no
	option = {
		name = nf_brotherhood_elh_events.10003.a #Great
	}
}
news_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.10004" }
	id = nf_brotherhood_elh_events.10004
	title = nf_brotherhood_elh_events.10004.t 
	desc = nf_brotherhood_elh_events.10004.d  ##NCR declined - BOS event
	picture = GFX_event_ncr_drummond_and_bos
	is_triggered_only = yes
	fire_only_once = yes
	major = no
	option = {
		name = nf_brotherhood_elh_events.10004.a #The legion has the advantage.
	}
}
news_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.10005" }
	id = nf_brotherhood_elh_events.10005
	title = nf_brotherhood_elh_events.10005.t 
	desc = nf_brotherhood_elh_events.10005.d  ##War!
	picture = GFX_event_ncr_drummond_and_bos
	is_triggered_only = yes
	fire_only_once = yes
	major = no
	option = {
		name = nf_brotherhood_elh_events.10005.a #We March on the Legion!
		if = {
			limit = {
				tag = BOS
			}
			country_event = nf_brotherhood_elh_events.100013
			hidden_effect = {
				country_event = {
					id = nf_brotherhood_elh_events.100013 ##get the other branch a year later.
					days = 365
				}
			}
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.10006" }
	id = nf_brotherhood_elh_events.10006
	title = nf_brotherhood_elh_events.10006.t 
	desc = nf_brotherhood_elh_events.10006.d  ##War!
	picture = GFX_event_ncr_drummond_and_bos
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_elh_events.10006.a #Fight the BoS
		custom_effect_tooltip = bos_remove_tension_mod_tt
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = bos_ncr_tension_dynamic_modifier
			}
		}
		BOS = {
			custom_effect_tooltip = bos_remove_tension_mod_tt
			hidden_effect = {
				remove_dynamic_modifier = {
					modifier = bos_ncr_tension_dynamic_modifier
				}
			}
		}
		BOS = {
			ROOT = {
				grant_wargoals_on_core_states_of_prev = yes
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				has_government = elites
				factor = 0
			}
			modifier = { ###essentially, make it increasingly likely for the NCR's alliance to accept war if they believe they're doing well against the Legion.
				alliance_strength_ratio > 0.8
				add = 5
			}
			modifier = {
				alliance_strength_ratio > 1.2
				add = 5
			}
			modifier = {
				alliance_strength_ratio > 1.5
				add = 5
			}
			modifier = {
				alliance_strength_ratio > 2
				add = 15
			}
		}
	}
	option = {
		name = nf_brotherhood_elh_events.10006.b #Surrender Maxson
		NCR = {
			every_owned_state = {
				limit = {
					region = 51
				}
				add_core_of = BOS
				BOS = { transfer_state = PREV }
			}
		}
		BOS = {
			diplomatic_relation = {
				country = NCR
				relation = non_aggression_pact
				active = yes
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				has_government = elites
				factor = 0
			}
			modifier = { ##Rather than strictly using alliance strength ratio again, just check the NCR manpower pool. If it's low (or empty) they would be much less likely to accept war, no matter the strength of their allies.
				has_manpower < 20000 ##This is particularly important as the NCR should almost always be below 20k, making the "default" a 1/6 chance to declare war anyways, or a straight 50-50 in most cases. Hopefully.
				add = 5
			}
			modifier = {
				has_manpower < 10000
				add = 5
			}
			modifier = {
				has_manpower < 1000
				add = 5
			}
			modifier = {
				has_manpower < 100
				add = 5
			}
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.10007" }
	id = nf_brotherhood_elh_events.10007
	title = nf_brotherhood_elh_events.10007.t 
	desc = nf_brotherhood_elh_events.10007.d  ##Demand reinstatement of MOJ
	picture = GFX_event_ncr_drummond_and_bos
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_elh_events.10007.a #Decline, the BoS will have the opportunity to leave the Pact
		BOS = {
			country_event = {
				id = nf_brotherhood_elh_events.10008 ##BoS Considers Leaving
			}
		}
		log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.10007 NCR Chose To Decline"
		set_temp_variable = { BOS_tension_to_add = 20 }
		bos_change_tension = yes
		BOS = {
			set_temp_variable = { BOS_tension_to_add = 20 }
			bos_change_tension = yes
		}
		ai_chance = {
			base = 1
			##TODO Allgood should be more hesitant to decline
			modifier = {
				NCR = {
					has_country_leader =  {character = NCR_allgood_murphy}	
				}
				add = -1
			}
			modifier = { ##Is the BoS a significant contributor to the war compared to the NCR? They don't need to be anywhere near equal for them leaving to be a huge problem.
				strength_ratio = {
					tag = BOS
					ratio > 9
				}
				add = 15
			}
			modifier = {
				strength_ratio = {
					tag = BOS
					ratio > 7 ##if the NCR is fielding 7 divisions for every 1 BoS division
				}
				add = 5
			}
			modifier = {
				NCR = {
					has_country_leader = {character = NCR_grant_c_hayes}				
				}
				factor = 2
			}
		}
	}
	option = {
		name = nf_brotherhood_elh_events.10007.b #Restore MOJ
		log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.10007 NCR Chose To Restore MOJ"
		news_event = { id = nf_brotherhood_elh_events.100010 }
		BOS = {
			set_temp_variable = { BOS_tension_to_add = -10 }
			bos_change_tension = yes
		}
		if = {
			limit = {
				NOT = {
					country_exists = MOJ
				}
			}
			if = {
				limit = {
					country_exists = MOT
				}
				MOT = {
					release_on_controlled = MOJ
					set_autonomy = {
						target = MOJ
						autonomous_state = autonomy_free
						end_wars = no
						end_civil_wars = no
					}
				}
			}
			NCR = {
				release_on_controlled = MOJ
				set_autonomy = {
					target = MOJ
					autonomous_state = autonomy_free
					end_wars = no
					end_civil_wars = no
				}
			}
		}
		NCR = {
			every_owned_state = {
				limit = {
					is_core_of = MOJ
				}
				MOJ = { transfer_state = PREV }
			}
		}
		MOT = {
			every_owned_state = {
				limit = {
					is_core_of = MOJ
				}
				MOJ = { transfer_state = PREV }
			}
		}
		MOJ = {
			diplomatic_relation = {
				country = NCR
				relation = non_aggression_pact
				active = yes
			} 
		}
		BOS = {
			add_to_faction = MOJ
			puppet = MOJ ##They won't get puppet tree.
			add_to_war = {
				targeted_alliance = BOS
				enemy = CES
				hostility_reason = bos_LDP_join
			}
		}
		hidden_effect = {
			MOJ = {
				add_manpower = 1500
				add_equipment_to_stockpile = {
					type = supply_equipment_1
					amount = 500
				}
				add_equipment_to_stockpile = {
					type = energy_equipment_3
					amount = 2000
				}
				add_equipment_to_stockpile = {
					type = power_armor_equipment_3
					amount = 1000
				}
				if = {
					limit = {
						has_country_flag = bos_supported_us
					}
					country_event = nf_brotherhood_communications.9 ##give them BoS mercs if Consider Aid was already used.
				}
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				has_government = elites
				add = -1
			}
			modifier = { ##Is the BoS a significant contributor to the war compared to the NCR? They don't need to be anywhere near equal for them leaving to be a huge problem.
				strength_ratio = {
					tag = BOS
					ratio < 5
				}
				add = 5
			}
			modifier = {
				strength_ratio = {
					tag = BOS
					ratio < 3
				}
				add = 5
			}
			modifier = {
				strength_ratio = {
					tag = BOS
					ratio < 2
				}
				add = 5
			}
			modifier = {
				strength_ratio = {
					tag = BOS
					ratio < 1.5
				}
				add = 15
			}
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.10008" }
	id = nf_brotherhood_elh_events.10008
	title = nf_brotherhood_elh_events.10008.t 
	desc = nf_brotherhood_elh_events.10008.d  ##Explain that the NCR has rejected restoring MOJ
	picture = GFX_event_ncr_drummond_and_bos
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = nf_brotherhood_elh_events.10008.a #They knew the risks.
		##send event to brotherhood nations with LDP status to white peace with CES
		BOS = {
			country_event = {
				id = nf_brotherhood_elh_events.10009
			}
		}
		every_country = {
			if = {
				limit = {
					has_country_flag = is_brotherhood_nation
					has_country_flag = legion_defence_pact_member
				}
				country_event = {
					id = nf_brotherhood_elh_events.10009
				}
			}
			else = {
				news_event = nf_brotherhood_elh_events.100011
			}
		}
		ai_chance = {
			base = 1
		}
	}
	option = {
		name = nf_brotherhood_elh_events.10008.b #The Legion must be stopped
		NCR = {
			country_event = {
				id = nf_brotherhood_elh_events.100012 ##TODO
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				has_government = elites
				add = -1
			}
			modifier = { ##Is the BoS a significant contributor to the war compared to the NCR? They don't need to be anywhere near equal for them leaving to be a huge problem.
				strength_ratio = {
					tag = NCR
					ratio > 0.2
				}
				add = 5
			}
			modifier = {
				strength_ratio = {
					tag = NCR
					ratio > 0.33
				}
				add = 5
			}
			modifier = {
				strength_ratio = {
					tag = NCR
					ratio > 0.5
				}
				add = 5
			}
			modifier = {
				strength_ratio = {
					tag = NCR
					ratio > 1.0
				}
				add = 15
			}
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.10009" }
	id = nf_brotherhood_elh_events.10009
	title = nf_brotherhood_elh_events.10009.t 
	desc = nf_brotherhood_elh_events.10009.d  ##Explain that the NCR has rejected restoring MOJ, and so the BOS has annulled the LDP.
	picture = GFX_event_ncr_drummond_and_bos
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = nf_brotherhood_elh_events.10009.a #We respect The Chain That Binds.
		white_peace = CES
		ai_chance = {
			base = 1
		}
	}
}
news_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.100010" }
	id = nf_brotherhood_elh_events.100010
	title = nf_brotherhood_elh_events.100010.t #The Mojave Brotherhood Resurgent
	desc = nf_brotherhood_elh_events.100010.d  ##After intense negotiations at Shady Sands, the Brotherhood has seen the Mojave returned to the control of the Mojave Brotherhood, under a supervisory government.
	picture = GFX_event_ncr_drummond_and_bos
	is_triggered_only = yes
	fire_only_once = no
	major = yes
	option = {
		name = nf_brotherhood_elh_events.100010.a #Ad Victoriam!
		trigger = {
			has_country_flag = is_brotherhood_nation
		}
	}
	option = {
		name = nf_brotherhood_elh_events.100010.b #This war is too costly.
		trigger = {
			is_in_faction_with = NCR
		}
	}
	option = {
		name = nf_brotherhood_elh_events.100010.c #The Knight and The Bear may maul eachother, still.
		trigger = {
			NOT = {
				is_in_faction_with = NCR
				has_country_flag = is_brotherhood_nation
			}
		}
	}
}
news_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.100011" }
	id = nf_brotherhood_elh_events.100011
	title = nf_brotherhood_elh_events.100011.t #The Brotherhood Annuls the Legion Defense Pact
	desc = nf_brotherhood_elh_events.100011.d  ##After intense negotiations at Shady Sands, the Brotherhood has failed to see the Mojave returned to the control of the Mojave Brotherhood, and has followed through on it's threats to NCR.getLeader to annul the pact entirely.
	picture = GFX_event_ncr_drummond_and_bos
	is_triggered_only = yes
	fire_only_once = no
	major = no
	option = {
		name = nf_brotherhood_elh_events.100011.a #They won't survive without us.
		trigger = {
			has_country_flag = is_brotherhood_nation
		}
	}
	option = {
		name = nf_brotherhood_elh_events.100011.b #We will win without them.
		trigger = {
			is_in_faction_with = NCR
		}
	}
	option = {
		name = nf_brotherhood_elh_events.100011.c #The Knight prepares to betray The Bear.
		trigger = {
			NOT = {
				is_in_faction_with = NCR
				has_country_flag = is_brotherhood_nation
			}
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.100012" }
	id = nf_brotherhood_elh_events.100012
	title = nf_brotherhood_elh_events.100012.t 
	desc = nf_brotherhood_elh_events.100012.d  ##The Brotherhood was Bluffing
	picture = GFX_event_ncr_drummond_and_bos
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = nf_brotherhood_elh_events.100012.a #We knew as much. 
		add_political_power = 250
		ai_chance = {
			base = 1
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.100013" }
	id = nf_brotherhood_elh_events.100013
	title = nf_brotherhood_elh_events.100013.t ##Expanding Operations: Air and Sea
	desc = nf_brotherhood_elh_events.100013.d  ##Do air for Foreign Airbases, or do Sea for Expeditions?
	picture = GFX_event_ncr_drummond_and_bos
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = nf_brotherhood_elh_events.100013.a #Just take this opportunity to regenerate our forces.
		add_political_power = 150
		ai_chance = {
			base = 1
		}
	}
	option = {
		name = nf_brotherhood_elh_events.100013.b
		complete_national_focus = bos_nf_the_coast_of_california
		ai_chance = {
			base = 1
		}
	}
	option = {
		name = nf_brotherhood_elh_events.100013.c
		complete_national_focus = bos_nf_the_airways_of_california
		ai_chance = {
			base = 1
		}
	}
}
country_event = { ##Description too long to be a news event - the button is cut off.
	immediate = { 
		log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.11" 
		set_country_flag = not_allowed_to_core_flag
	}
	id = nf_brotherhood_elh_events.11
	title = nf_brotherhood_elh_events.11.t #California Burning
	desc = nf_brotherhood_elh_events.11.d #Barons all across California burn grain and slaughter livestock.
	picture = GFX_event_sub_generic_war_room
	is_triggered_only = no
	fire_only_once = yes
	trigger = {
		AND = {
			count_triggers = {
				amount > 4
					owns_state = 253
					owns_state = 489
					owns_state = 1
					owns_state = 70
					owns_state = 245
					owns_state = 350
					owns_state = 63
			}
			tag = BOS
			has_completed_focus = bos_nf_the_brotherhood_triumphant
		}
	}
	mean_time_to_happen = {
		months = 3
		modifier = {
			factor = 2       # Give the AI a little more time.
			is_ai = yes
		}
	}
	option = {
		name = nf_brotherhood_elh_events.11.a #This is not good.
		activate_mission = bos_ncr_incoming_famine
		custom_effect_tooltip = bos_coring_disabled
		add_ideas = {bos_ncr_looming_famine}
		ai_chance = {
			base = 20
		}
	}

}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.12" }
	id = nf_brotherhood_elh_events.12
	title = nf_brotherhood_elh_events.12.t #Prestige Project
	desc = nf_brotherhood_elh_events.12.d #Choose the project to complete, everyone has ideas
	picture = GFX_event_brotherhood_training
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_elh_events.12.a #Fix Bureacracy
		trigger = {
			OR = {
				is_debug = yes
				has_government = elites
				has_government = ruler
				has_government = intellectuals
				has_government = people
				has_completed_focus = bos_nf_high_elder_maxson_economic_plan
				has_completed_focus = bos_nf_high_elder_torni_economic_plan
				has_completed_focus = bos_nf_high_elder_rhiannon_economic_plan
				has_completed_focus = bos_nf_high_elder_llwyd_economic_plan
			}
		}
		add_ideas = bos_generic_prestige
		ai_chance = {
			base = 20
		}
	}
	option = {
		name = nf_brotherhood_elh_events.12.maxsonians #It's time to recognize our new veterans.
		trigger = {
			OR = {
				is_debug = yes
				has_government = elites
				has_completed_focus = bos_nf_high_elder_maxson_economic_plan
			}
		}
		add_ideas = bos_maxsonian_prestige
		random_list = {
			50 = {
				set_temp_variable = { BOS_train_paladins_num = 2 }
				bos_train_paladins = yes
			}
			50 = {
				set_temp_variable = { BOS_train_paladins_num = 3 }
				bos_train_paladins = yes
			}
		}
		ai_chance = {
			base = 40
		}
	}
	option = {
		name = nf_brotherhood_elh_events.12.rhombians #We must pursue long-term integration with our citizens.
		trigger = {
			OR = {
				is_debug = yes
				has_government = ruler
				has_completed_focus = bos_nf_high_elder_torni_economic_plan
			}
		}
		unlock_decision_tooltip = bos_rhombian_training_halls
		245 = {
			add_dynamic_modifier = {
				modifier = bos_training_hall
			}
		}
		70 = {
			add_dynamic_modifier = {
				modifier = bos_training_hall
			}
		}
		set_country_flag = bos_rhombian_training_halls_flag
		ai_chance = {
			base = 40
		}
	}
	option = {
		name = nf_brotherhood_elh_events.12.reformers #Our civilization must stand the test of time.
		trigger = {
			OR = {
				is_debug = yes
				has_government = people
				has_completed_focus = bos_nf_high_elder_llwyd_economic_plan
			}
		}
		add_ideas = bos_reformer_prestige
		custom_effect_tooltip = bos_scribes_teams
		hidden_effect = {
			set_variable = {
			var = bos_scribes_ready
			value = 1
			}
		}
		ai_chance = {
			base = 40
		}
	}
	option = {
		name = nf_brotherhood_elh_events.12.troika #We can awaken the masses.
		trigger = {
			OR = {
				is_debug = yes
				has_government = intellectuals
				has_completed_focus = bos_nf_high_elder_rhiannon_economic_plan
			}
		}
		add_ideas = bos_troika_prestige
		ai_chance = {
			base = 40
		}
	}

}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.13" }
	id = nf_brotherhood_elh_events.13
	title = nf_brotherhood_elh_events.13.t #The Legacy Government
	desc = nf_brotherhood_elh_events.13.d #Siding with a key figure from the legacy government could help with unrest.
	picture = GFX_event_ncr_election_posters
	is_triggered_only = yes
	fire_only_once = yes
	##Total Probabilities for this are complex, but just counting ruling party: a: 20T,10Rh,0Re,30M allgood: 0T,60Rh,40Re,20M 
	option = {
		name = nf_brotherhood_elh_events.13.a #Ignore Them
		add_political_power = 250
		set_country_flag = ignored_legacy_government
		modify_timed_idea = { 
			idea = bos_ncr_reconstruction_campaign
			days = -120
		}
		ai_chance = {
			base = 20
			modifier = { has_government = ruler factor = 0.5}
			modifier = { has_government = people factor = 0}
			modifier = { has_government = elites factor = 1.5}
		}
	}
	option = {
		name = nf_brotherhood_elh_events.13.allgood #Work with Allgood
		add_political_power = 50
		activate_advisor = BOS_allgood
		custom_effect_tooltip = nf_brotherhood_no_baron_deal_tt
		set_country_flag = allgood_cooperation
		custom_effect_tooltip = allgood_expects_environmental_act_tt
		effect_tooltip = {
			add_ideas = NCR_ERA
		}
		trigger = {
			OR = { #Available to non-Troika, or Troika with a different economic plan.
				is_debug = yes
				NOT = {has_government = intellectuals}
				has_completed_focus = bos_nf_high_elder_llwyd_economic_plan
				has_completed_focus = bos_nf_high_elder_maxson_economic_plan
				has_completed_focus = bos_nf_high_elder_torni_economic_plan
			}
			NOT = { has_country_flag = famine_mission_followers_raided_completed}
		}
		if = {
			limit = {
				has_country_flag = bos_proper_famine_occured
			}
			every_owned_state = {
				limit = {
					is_owned_by = BOS
					NOT = { is_core_of = BOS }
					is_core_of = NCR
				}
				add_compliance = 10
			}
		}
		else = {
			set_country_flag = allgood_famine_protection
			custom_effect_tooltip = nf_brotherhood_hayes_allgood_protection_tt
		}
		ai_chance = {
			base = 40
			modifier = { has_government = elites factor = 0.5}
			modifier = { has_government = ruler factor = 1.5}
		}
	}
	option = {
		name = nf_brotherhood_elh_events.13.kimball #Kimball
		trigger = {
			OR = {
				is_debug = yes
				has_government = elites
				has_government = ruler
				has_completed_focus = bos_nf_high_elder_maxson_economic_plan
				has_completed_focus = bos_nf_high_elder_torni_economic_plan
			}
		}
		activate_advisor = BOS_aaron_kimball
		add_ideas = speartip
		custom_effect_tooltip = nf_brotherhood_allows_baron_deal_tt
		set_country_flag = kimball_cooperation
		if = {
			limit = {
				has_country_flag = bos_proper_famine_occured
			}
			every_owned_state = {
				limit = {
					is_owned_by = BOS
					NOT = { is_core_of = BOS }
					is_core_of = NCR
				}
				add_compliance = 15
				add_resistance = -20
			}
		}
		else = {
			set_country_flag = kimball_famine_protection
			custom_effect_tooltip = nf_brotherhood_kimball_protection_tt
		}
		ai_chance = {
			base = 60
		}
	}
	option = {
		name = nf_brotherhood_elh_events.13.hayes #Work with hayes... you traitor.
		trigger = {
			OR = {
				is_debug = yes
				has_government = intellectuals
				has_government = people
				has_completed_focus = bos_nf_high_elder_llwyd_economic_plan
				has_completed_focus = bos_nf_high_elder_rhiannon_economic_plan
			}
		}
		add_political_power = -150
		add_stability = -0.08
		activate_advisor = BOS_hayes
		custom_effect_tooltip = nf_brotherhood_hayes_way_baron_deal_tt
		custom_effect_tooltip = nf_brotherhood_hayes_expects_investment_tt
		effect_tooltip = {
			random_owned_state = {
				limit = {
					is_valid_state_for_3_arms_factories = yes
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = arms_factory
					level = 3
					instant_build = yes
				}
			}
			add_ideas = militindustrial_good
			63 = {
				add_state_modifier = {
					modifier = {
						caps_node_base_modifier = 0.5
					}
				}
			}
		}
		set_country_flag = hayes_cooperation
		if = {
			limit = {
				has_country_flag = bos_proper_famine_occured
			}
			every_owned_state = {
				limit = {
					is_owned_by = BOS
					NOT = { is_core_of = BOS }
					is_core_of = NCR
				}
				add_compliance = 10
			}
		}
		else = {
			set_country_flag = hayes_famine_protection
			custom_effect_tooltip = nf_brotherhood_hayes_allgood_protection_tt
		}
		ai_chance = {
			base = 50
		}
	}
}
	news_event = {
		id = nf_brotherhood_elh_events.14
		title = nf_brotherhood_elh_events.14.t
		desc = nf_brotherhood_elh_events.14.d
		picture = GFX_event_nature_nice

		is_triggered_only = yes

		option = {
			name = ncr_murphy.9.a
			add_ideas = NCR_ERA
		}
	}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.15" }
	id = nf_brotherhood_elh_events.15
	title = nf_brotherhood_elh_events.15.t #The Arms Dealers: Friend or Foe?
	desc = nf_brotherhood_elh_events.15.d #The Arms Dealers were influential and corrupt in the NCR. We have our own system, but the size of our forces is going to noticeably increase... do we have a place for them?
	picture = GFX_event_new_van_graffs
	is_triggered_only = yes
	fire_only_once = yes
	
	option = {
		name = nf_brotherhood_elh_events.15.a#This is not a credible threat.
		trigger = {

		}
		modify_timed_idea = { 
			idea = bos_ncr_reconstruction_campaign
			days = -80
		}
		add_stability = -0.02
		add_political_power = -50
		
		ai_chance = {
			base = 0
		}
	}
	option = {
		name = nf_brotherhood_elh_events.15.maxsonians #Ban such weapons and raid existing stockpiles
		trigger = {
			OR = {
				has_government = intellectuals
				has_completed_focus = bos_nf_high_elder_rhiannon_economic_plan
				has_government = elites
				has_completed_focus = bos_nf_high_elder_maxson_economic_plan
				is_debug = yes
			}
		}
		modify_timed_idea = { 
			idea = bos_ncr_reconstruction_campaign
			days = -45
		}
		add_stability = -0.02
		add_equipment_to_stockpile = {
			type = anti_tank_equipment_2
			amount = 800
			producer = USA
		}
		ai_chance = {
			base = 20
		}
	}
	option = {
		name = nf_brotherhood_elh_events.15.rhombians #Buy it up and subsidize a transition
		trigger = {
			OR = {
				has_government = ruler
				has_completed_focus = bos_nf_high_elder_torni_economic_plan
				is_debug = yes
			}
		}
		set_temp_variable = { caps_to_add = -80 }
		add_caps = yes
		modify_timed_idea = { 
			idea = bos_ncr_reconstruction_campaign
			days = -20
		}
		add_stability = 0.01
		add_war_support = -0.03
		add_equipment_to_stockpile = {
			type = anti_tank_equipment_2
			amount = 800
			producer = USA
		}
		set_variable = {
			bos_slh_gunrunners_opinion_mod = 25
		}
		custom_effect_tooltip = bos_gunrunners_opinion_mod_medium_tt
		ai_chance = {
			base = 40
		}
	}
	option = {
		name = nf_brotherhood_elh_events.15.reformers #Offer a new contract
		trigger = {
			OR = {
				has_government = people
				has_completed_focus = bos_nf_high_elder_llwyd_economic_plan
				is_debug = yes
			}
		}
		set_temp_variable = { caps_to_add = -100}
		add_caps = yes
		add_stability = 0.02
		add_war_support = -0.03
		add_political_power = -25
		set_variable = {
			bos_slh_gunrunners_opinion_mod = 50
		}
		custom_effect_tooltip = bos_gunrunners_opinion_mod_large_tt
		random_owned_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		ai_chance = {
			base = 100
		}
	}
}
country_event = {
	immediate = { 
		log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.16" 
		set_country_flag = barons_dealt_with
		bos_reduce_famine = yes
	}
	id = nf_brotherhood_elh_events.16
	title = nf_brotherhood_elh_events.16.t #The Barons: We Don't Negotiate with Terrorists
	desc = nf_brotherhood_elh_events.16.d #Launching raids on the Barons and deciding how to handle the aftermath
	picture = GFX_event_rrg_ranch_2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_elh_events.16.a#A massive deployment of personnel to farm the land
		trigger = {
		
		}
		add_timed_idea = { 
			idea = bos_ncr_field_scribes_farming
			days = 365
		}
		every_owned_state = {
			limit = {
				OR = {
					region = 54
					region = 53
				}
			}
			add_compliance = 10
		}
		set_country_flag = bos_ncr_direct_control_of_northern_agriculture
		ai_chance = {
			base = 0
		}
	}
	option = {
		name = nf_brotherhood_elh_events.16.b#Orange Option - Convince them via News Media
		trigger = {
			has_country_flag = bos_news_media_primacy 
		}
		add_stability = -0.03
		add_political_power = -55
				every_owned_state = {
			limit = {
				OR = {
					region = 54
					region = 53
				}
			}
			add_compliance = 5
		}
		ai_chance = {
			base = 200
		}
	}
	option = {
		name = nf_brotherhood_elh_events.16.maxsonians #Force them back to work.
		trigger = {
			OR = {
				has_government = intellectuals
				has_completed_focus = bos_nf_high_elder_rhiannon_economic_plan
				has_government = elites
				has_completed_focus = bos_nf_high_elder_maxson_economic_plan
				is_debug = yes
			}
		}
		modify_timed_idea = { 
			idea = bos_ncr_reconstruction_campaign
			days = -15
		}
		add_stability = -0.05
		every_owned_state = {
			limit = {
				OR = {
					region = 54
					region = 53
				}
			}
			add_compliance = 10
			add_dynamic_modifier = { 
				modifier = bos_worker_discontent
				days = 765
			}
		}
		ai_chance = {
			base = 20
		}
	}
	option = {
		name = nf_brotherhood_elh_events.16.rhombians #Give them land and ownership
		trigger = {
			OR = {
				has_government = ruler
				has_completed_focus = bos_nf_high_elder_torni_economic_plan
				is_debug = yes
			}
		}
		modify_timed_idea = { 
			idea = bos_ncr_reconstruction_campaign
			days = -20
		}
		add_stability = 0.02
		add_political_power = -100
		every_owned_state = {
			limit = {
				OR = {
					region = 54
					region = 53
				}
			}
			add_compliance = 10
			add_dynamic_modifier = {
				modifier = bos_worker_coops
				days = 765
			}
		}
		ai_chance = {
			base = 50
		}
	}
	option = {
		name = nf_brotherhood_elh_events.16.reformers #Send a mix of personnel and farmers north
		trigger = {
			OR = {
				has_government = people
				has_completed_focus = bos_nf_high_elder_llwyd_economic_plan
				is_debug = yes
			}
		}
		set_temp_variable = { caps_to_add = -20}
		add_caps = yes
		add_timed_idea = { 
			idea = bos_ncr_field_scribes_farming_light
			days = 365
		}
		##shift compliance favorably, RT still goes up in followup event.
		every_owned_state = {
			limit = {
				OR = {
					region = 54
					region = 53
				}
			}
			add_compliance = 5
		}
		ai_chance = {
			base = 50
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.1601" }
	id = nf_brotherhood_elh_events.1601
	title = nf_brotherhood_elh_events.1601.t #The Barons: A Meeting Over Dinner
	desc = nf_brotherhood_elh_events.1601.d #A meeting as tense as it can be, with enough leadership in one place to make the Executive Orders look like a plausible book.
	picture = GFX_event_sub_generic_war_room
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_elh_events.1601.a#Accept the deal.
		trigger = {
		
		}
		set_country_flag = barons_cooperating
		bos_reduce_famine = yes
		add_political_power = -100
		custom_effect_tooltip = nf_brotherhood_anton_as_advisor_tt
		add_ideas = {bos_ncr_baron_cooperation_unified}
		add_tech_bonus = {
			bonus = 0.25
			uses = 2
			ahead_reduction = 1
			category = agriculture_tech
		}
		##Baron Deal goes through, large hit to pp (~100)
		ai_chance = {
			base = 5 #
		}
	}
	option = {
		name = nf_brotherhood_elh_events.1601.b ##since this option rejects a deal, barons_cooperating must be set on every other event option.
		trigger = {

		}
		country_event = {
		id = nf_brotherhood_elh_events.16
		days = 7
		}
		
		ai_chance = {
			base = 0 #AI will never choose this option, since getting here is already chance-based.
		}
	}
	option = {
		name = nf_brotherhood_elh_events.1601.troika#Use this opportunity to make multiple deals and fracture the Barons.
		trigger = {
			OR = {
				has_government = intellectuals
				has_completed_focus = bos_nf_high_elder_rhiannon_economic_plan
				is_debug = yes
			}
		}
		set_country_flag = barons_cooperating
		bos_reduce_famine = yes
		set_country_flag = anton_flynn_disempowered
		add_political_power = -150
		add_country_leader_trait = baron_connections
		add_ideas = {bos_ncr_baron_cooperation_fractured}
		ai_chance = {
			base = 100 #This is the best option, and the AI should tend to choose it if they can.
		}
	}
	option = {
		name = nf_brotherhood_elh_events.1601.maxsonians#Accept, but no amnesty for the worst criminals.
		trigger = {
			OR = {
				has_government = elites
				has_completed_focus = bos_nf_high_elder_maxson_economic_plan
				is_debug = yes
			}
		}
		set_country_flag = barons_cooperating
		bos_reduce_famine = yes
		add_political_power = -100
		custom_effect_tooltip = nf_brotherhood_anton_as_advisor_tt
		add_ideas = {bos_ncr_baron_cooperation_unified}
		add_stability = 0.03
		#Default effects, but with a boost for stability
		ai_chance = {
			base = 20
		}
	}
	option = {
		name = nf_brotherhood_elh_events.1601.rhombians #Accept, but draft new protections for independent farmers.
		trigger = {
			OR = {
				has_government = ruler
				has_completed_focus = bos_nf_high_elder_torni_economic_plan
				is_debug = yes
			}
		}
		set_country_flag = barons_cooperating
		bos_reduce_famine = yes
		add_political_power = -50
		custom_effect_tooltip = nf_brotherhood_anton_as_advisor_tt
		add_ideas = {bos_ncr_baron_cooperation_unified}
		#Lose less PP(~50), Baron Deal goes through.
		ai_chance = {
			base = 50 #This is better than default, and should be more likely to be picked.
		}
	}
	option = {
		name = nf_brotherhood_elh_events.1601.reformers #Accept, the Southern Farmers have an association of their own now.
		trigger = {
			OR = {
				has_government = people
				has_completed_focus = bos_nf_high_elder_llwyd_economic_plan
				is_debug = yes
			}
		}
		set_country_flag = barons_cooperating
		bos_reduce_famine = yes
		add_political_power = -75
		custom_effect_tooltip = nf_brotherhood_anton_as_advisor_tt
		add_ideas = {bos_ncr_baron_cooperation_unified}
		add_tech_bonus = {
			bonus = 1
			uses = 1
			ahead_reduction = 2
			category = agriculture_tech
		}
		#Normally, getting this event at all means you've courted the Reformers. As such, they're the "Vanilla" option here. 
		#If a player has also courted another faction, they can exploit their multifacted approach for different outcomes.
		ai_chance = {
			base = 50
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.1602" }
	id = nf_brotherhood_elh_events.1602
	title = nf_brotherhood_elh_events.1602.t #The Barons: Hayes
	desc = nf_brotherhood_elh_events.1602.d #Hayes speech / plan
	picture = GFX_event_sub_generic_war_room
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_elh_events.1602.a#And so fall the Barons.
		trigger = {
		
		}
		set_country_flag = barons_dealt_with
		bos_reduce_famine = yes
		every_owned_state = {
			limit = {
				OR = {
					region = 54
					region = 53
				}
			}
			add_compliance = 5
		}
		ai_chance = {
			base = 20
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.1603" }
	id = nf_brotherhood_elh_events.1603
	title = nf_brotherhood_elh_events.1603.t #The Barons: Reaction of the People
	desc = nf_brotherhood_elh_events.1603.d #Did we do enough? 
	picture = GFX_event_sub_generic_war_room
	is_triggered_only = no
	fire_only_once = yes
	trigger = {
		OR = {
			has_country_flag = barons_cooperating
			has_country_flag = barons_dealt_with
		}
	}
	mean_time_to_happen = {
		months = 1
	}
	##Should there be sweeping changes in the province/region of redding in terms of resistance and compliance?
	option = {
		name = nf_brotherhood_elh_events.1603.a#...or not enough
		if = {
			limit = {
				has_country_flag = hayes_cooperation
			}
			custom_effect_tooltip = bos_hayes_reduced_effects
			every_owned_state = {
				limit = {
					OR = {
						region = 54
						region = 53
					}
				}
				add_resistance = 15
				add_compliance = -10
			}
		}
		else_if = {
			limit = {
				has_country_flag = barons_cooperating
			}
			custom_effect_tooltip = bos_barons_reduced_effects
			every_owned_state = {
				limit = {
					OR = {
						region = 54
						region = 53
					}
				}
				add_compliance = -5
			}
		}
		else = {
			every_owned_state = {
				limit = {
					OR = {
						region = 54
						region = 53
					}
				}
				add_compliance = -15
				add_resistance = 30
				add_dynamic_modifier = {
					modifier = bos_misguided_resistance
					days = 765
				}
			}
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.1604" }
	id = nf_brotherhood_elh_events.1604
	title = nf_brotherhood_elh_events.1604.t #The Barons: Anton Flynn Arrested Publicly
	desc = nf_brotherhood_elh_events.1604.d #Anton's arrest
	picture = GFX_event_sub_generic_war_room
	is_triggered_only = no
	fire_only_once = yes
	##Should there be sweeping changes in the province/region of redding in terms of resistance and compliance?
	trigger = {
		AND = {
		has_country_flag = barons_dealt_with
		NOT = {has_country_flag = barons_cooperating
		}
		}
	}
	option = {
		name = nf_brotherhood_elh_events.1604.a#Justice, of a kind.
		trigger = {
		
		}
		every_owned_state = {
			limit = {
				OR = {
					region = 54
					region = 53
				}
			}
			add_resistance = 15
			add_compliance = -10
		}
		ai_chance = {
			base = 20
		}
	}
}
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.17" }
	id = nf_brotherhood_elh_events.17
	title = nf_brotherhood_elh_events.17.t #A Wounded Brotherhood
	desc = nf_brotherhood_elh_events.17.d #They've come begging
	picture = GFX_event_CES_camp_2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_elh_events.17.a#Accept
		trigger = {
		
		}
		BOS = {
			every_owned_state = {
				limit = {
					OR = {
						region = 3
						region = 32
						state = 469 ##The three states to connect across the Rapids, just in case MOJ is alive, making this an exclave otherwise.
						state = 147
						state = 99
					}
					NOT = {
						state = 236
						state = 347
						state = 941
						state = 293
					}
				}
				CES = {transfer_state = PREV}
			}
		}
		white_peace = BOS
		set_truce = {
			target = BOS
			days = 365
		}
		CES = {
			every_country = {
				limit = {
					is_ally_with  = CES
					NOT = { tag = CES }
				}
			}
			news_event = nf_brotherhood_elh_events.1701
		}
		BOS = {
			every_country = {
				limit = {
					is_ally_with  = BOS
					NOT = { tag = BOS }
				}
			}
			news_event = nf_brotherhood_elh_events.1701
		}
		ai_chance = {
			base = 100
			modifier = {
				OR = {
					has_war_with = BOS
					BOS = {
						any_allied_country = {
								has_war_with = CES
						}
					}
				}
				add = -50 ##slash the chance to accept if war has already started. 
			}
			modifier = {
				factor = enemies_strength_ratio ##If the sum of all enemies is weaker than CES, reduce. If stronger, increase. Most of the time this factor will range from 0.5-1.5. Which still gives a player 2.5:1 odds of getting the truce.
			}
		}
	}
	option = {
		name = nf_brotherhood_elh_events.17.b#Reject
		trigger = {
		
		}
		BOS = {
			news_event = nf_brotherhood_elh_events.1702
		}
		ai_chance = {
			base = 10
			modifier = {
				AND = {
					BOS = {is_ai = yes}
					has_war_with = BOS
				} ##if Lost Hills is an AI, make it much rarer to accept the peace treaty, whereas a player offering it should have very favorable odds. If war hasn't started yet, there's no need to do this - this is purely to keep the game flow relatively identical.
				factor = 10
			}
		}
	}
}
news_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.1701" }
	id = nf_brotherhood_elh_events.1701
	title = nf_brotherhood_elh_events.1701.t #A Wounded Brotherhood
	desc = nf_brotherhood_elh_events.1701.d #They've come begging
	picture = GFX_event_CES_camp_2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_elh_events.1701.a#Accept
		trigger = {
		
		}
		custom_effect_tooltip = bos_legion_truce_effects_explanation_tt
		effect_tooltip = { ##This just explains what happened
			BOS = {
				every_owned_state = {
					limit = {
						OR = {
							region = 3
							region = 32
							state = 469 ##The three states to connect across the Rapids, just in case MOJ is alive, making this an exclave otherwise.
							state = 147
							state = 99
						}
						NOT = {
							state = 236
							state = 347
							state = 941
							state = 293
						}
					}
					CES = {transfer_state = PREV}
				}
			}
		}
		if = {
			limit = {
				is_ally_with = BOS
			}
			white_peace = CES
			set_truce = {
				target = CES
				days = 365
			}
		}
		else_if = {
			limit = {
				is_ally_with = CES
			}
			white_peace = BOS
			set_truce = {
				target = BOS
				days = 365
			}
		}
	}
}
news_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.1702" }
	id = nf_brotherhood_elh_events.1702
	title = nf_brotherhood_elh_events.1702.t #A Wounded Brotherhood
	desc = nf_brotherhood_elh_events.1702.d #They've come begging
	picture = GFX_event_CES_camp_2
	is_triggered_only = yes
	option = {
		name = nf_brotherhood_elh_events.1702.a #War till the end, then.
		bos_upgrade_legion_experience_law = yes
	}
}
## news_event = {
## 	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_elh_events.18" }
## 	id = nf_brotherhood_elh_events.18
## 	title = nf_brotherhood_elh_events.18.t #TODO:  ##Currently event is commented out as Exodus system still broken.
## 	desc = nf_brotherhood_elh_events.18.d #They've come begging
## 	picture = GFX_event_CES_camp_2
## 	is_triggered_only = yes
## 	fire_only_once = yes
## 	trigger = {
## 		NOT = {
## 			OR = {
## 			has_game_rule = { rule = RULE_PROJECT_EXODUS_TOGGLE option = DEFAULT }
## 			has_game_rule = { rule = RULE_PROJECT_EXODUS_TOGGLE option = LIMITED }	
## 			}
## 		}
## 	}
## 	option = {
## 		name = nf_brotherhood_elh_events.18.a #War till the end, then.
## 		capital_scope = {
## 			add_state_population_k = 2
## 		}
## 	}
## }
##EXPEDITIONS ##Naming Convention: followup events are named XXXYY, where X is the root event + 0 and Y is the current followup event, so event 1's followup events would be 10Y, then 10YY past 9. Event 10's followup would be 100Y
#The Village
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1" }
	id = nf_brotherhood_expeditions.1
	title = nf_brotherhood_expeditions.1.t
	desc = nf_brotherhood_expeditions.1.d
	picture = GFX_event_generic_settlement_1
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1.a #Eliminate Molerats
		army_experience = 20
		ai_chance = {
			base = 10
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1.b #Investigate Further
		bos_smart_delayed_expedition_small = yes	#delay effect- add 30 days to the return time of the Expedition.
		country_event = {
		id=nf_brotherhood_expeditions.101
		days = 30 #small delay time
		}
		ai_chance = {
			base = 30
			modifier = { NOT = { has_government = elites} factor = 3}
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1.c #Negotiate Support for Future Expeditions ##Outpost construction speed?
		bos_upgrade_expeditionary_outposts = yes
		ai_chance = {
			base = 0
		}
	}
}
#The Village followup event
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.101" }
	id = nf_brotherhood_expeditions.101
	title = nf_brotherhood_expeditions.101.t
	desc = nf_brotherhood_expeditions.101.d
	picture = GFX_event_sub_generic_ghouls
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.101.a #Seize the device ##+1 Knowledge?
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		set_temp_variable = { temp_BOS_drift_add = -0.25 }
		bos_boost_elites_drift = yes
		ai_chance = {
			base = 20
			modifier = { has_government = elites factor = 0}
		}
	}
	option = {
		name = nf_brotherhood_expeditions.101.b #Integrate the ghoul into the town
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		add_war_support = -0.03
		add_stability = -0.02
		set_temp_variable = { temp_BOS_drift_add = +0.25 }
		bos_boost_ruler_drift = yes
		bos_upgrade_expeditionary_outposts = yes
		ai_chance = {
			base = 20
			modifier = { has_government = ruler factor = 1.5}
			modifier = { has_government = people factor = 3}
			modifier = { has_government = elites factor = 0}
		}

	}
	option = {
		name = nf_brotherhood_expeditions.101.c #Execute the Ghoul
		add_political_power = 15
		add_war_support = 0.02
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		set_temp_variable = { temp_BOS_drift_add = +0.25 }
		bos_boost_elites_drift = yes
		ai_chance = {
			base = 20
			modifier = { has_government = elites factor = 5}
			modifier = { has_government = people factor = 0}
		}
	}
	
}
#The Glow
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.2" }
	id = nf_brotherhood_expeditions.2
	title = nf_brotherhood_expeditions.2.t
	desc = nf_brotherhood_expeditions.2.d
	picture = GFX_event_sub_generic_war_room
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.2.a #send our best Paladins
		activate_mission = bos_expedition_to_the_glow_paladins
		custom_effect_tooltip = nf_brotherhood_expeditions_70_chance
		trigger = { NOT = { has_government = intellectuals}} # The Troika will always go on a pilgrimage.
		ai_chance = {
			base = 20
			modifier = { has_government = ruler factor = 2}
			modifier = { has_government = people factor = 0}
		}
	}
	option = {
		name = nf_brotherhood_expeditions.2.b #the risk is too great
		add_political_power = 35
		add_stability = 0.03
		bos_improve_bunker_construction = yes
		trigger = { NOT = { has_government = intellectuals}}
		ai_chance = {
			base = 10
			modifier = { has_government = elites factor = 0}
			modifier = { has_government = people factor = 0}
		}
	}
	option = {
		name = nf_brotherhood_expeditions.2.maxsonians #Promotions if you live
		trigger = {has_government = elites}
		activate_mission = bos_expedition_to_the_glow_knights
		custom_effect_tooltip = nf_brotherhood_expeditions.2.maxsonians_tt
		custom_effect_tooltip = nf_brotherhood_expeditions_30_chance
		ai_chance = {
			base = 80 #can only be done by Maxsonians...
		}
	}
	option = {
		name = nf_brotherhood_expeditions.2.rhombians #Pay for Outsiders
		trigger = {has_government = ruler}
		country_event = {
			id=nf_brotherhood_expeditions.203
			days = 120 #Outsiders aren't fast.
		}
		custom_effect_tooltip = nf_brotherhood_expeditions_100_chance
		set_temp_variable = { caps_to_add = -100 }
		add_caps = yes
		ai_chance = {
			base = 50
		}
	}
	option = {
		name = nf_brotherhood_expeditions.2.reformers #Send Ghouls
		trigger = {has_government = people}
		custom_effect_tooltip = nf_brotherhood_expeditions_100_chance
		activate_mission = bos_expedition_to_the_glow_ghoul_paladins
		ai_chance = {
			base = 100
		}
	}
	option = {
		name = nf_brotherhood_expeditions.2.troika #Pilgrimage!
		trigger = {has_government = intellectuals}
		country_event = {
			id=nf_brotherhood_expeditions.204
			days = 30 #small delay time
		}
		ai_chance = {
			base = 100 #It's their only option anyways, so this is redundant.
		}
	}
}
#The Glow - Paladins Successful
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.201" }
	id = nf_brotherhood_expeditions.201
	title = nf_brotherhood_expeditions.201.t
	desc = nf_brotherhood_expeditions.201.d
	picture = GFX_event_generic_zax
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.201.a #Learn about Mutants
		bos_upgrade_mutant_experience_law = yes
		army_experience = 15
		ai_chance = {
			base = 0
		}
	}
	option = {
		name = nf_brotherhood_expeditions.201.b #Conversation with the ZAX
		set_temp_variable = {BOS_knowledge_gain = 2}
		bos_add_knowledge = yes
		ai_chance = {
			base = 100 ##Both of the other options are only of interest to players.
		}
	}
	option = {
		name = nf_brotherhood_expeditions.201.c #Bring home the prototypes
		add_tech_bonus = {
		bonus = 0.25
		ahead_reduction = 3.0
		uses = 2
		category = plasma_weaponry_tech_category
		}
		ai_chance = {
			base = 0
		}
	}
}
#The Glow - Expedition Failed #Maxsonians sent Paladins
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.202" }
	id = nf_brotherhood_expeditions.202
	title = nf_brotherhood_expeditions.202.t
	desc = nf_brotherhood_expeditions.202.d
	picture = GFX_event_MOJ_contact_the_west
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.202.a #We'll never know what happened.
		trigger = { NOT = {has_government = people}}
		ai_chance = {
			base = 50
			modifier = { has_government = elites factor = 0}
		}
	}
	option = {
		name = nf_brotherhood_expeditions.202.maxsonians #They will receive full honors.
		trigger = {has_government = elites}
		set_temp_variable = { temp_BOS_drift_add = +0.15 }
		bos_boost_elites_drift = yes
		add_stability = 0.01
		add_political_power = 25
		ai_chance = {
			base = 100
		}
	}
	option = {
		name = nf_brotherhood_expeditions.202.rhombians #We were foolish. Never again.
		trigger = {has_government = ruler}
		set_temp_variable = { temp_BOS_drift_add = +0.3 }
		bos_boost_ruler_drift = yes
		add_popularity = {
			ideology = ruler
			popularity = 0.1
		}
		ai_chance = {
			base = 50
		}
	}
	option = {
		name = nf_brotherhood_expeditions.202.reformers #We should've sent Ghouls.
		trigger = {has_government = people}
		add_stability = -0.03
		add_war_support = -0.02
		add_political_power = -25
		ai_chance = {
			base = 100 ##redundant. At some point I will stop adding these little comments to tell you, dear reader. I'm just including ai_chance for readability.
		}
	}
	#troika not possible
	
}
#The Glow - Outsiders Successful
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.203" }
	id = nf_brotherhood_expeditions.203
	title = nf_brotherhood_expeditions.201.t
	desc = nf_brotherhood_expeditions.203.d
	picture = GFX_event_generic_zax
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.201.a #Learn about Mutants
		bos_upgrade_mutant_experience_law = yes
		army_experience = 15
		ai_chance = {
			base = 0
		}
	}
	option = {
		name = nf_brotherhood_expeditions.201.b #Conversation with the ZAX
		set_temp_variable = {BOS_knowledge_gain = 2}
		bos_add_knowledge = yes
		ai_chance = {
			base = 100
		}
	}
	option = {
		name = nf_brotherhood_expeditions.201.c #Bring home the prototypes
		add_tech_bonus = {
		bonus = 0.25
		ahead_reduction = 3.0
		uses = 2
		category = plasma_weaponry_tech_category
		}
		ai_chance = {
			base = 0
		}
	}
}

#The Glow - Troika Pilgrimage
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.204" }
	id = nf_brotherhood_expeditions.204
	title = nf_brotherhood_expeditions.204.t
	desc = nf_brotherhood_expeditions.204.d
	picture = GFX_event_sub_generic_post_war_construction_site
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.204.a
		add_tech_bonus = {
		bonus = 0.4
		ahead_reduction = 2.0
		uses = 2
		category = implant_tech
		}
		ai_chance = {
			base = 100
		}
	}
	option = {
		name = nf_brotherhood_expeditions.204.b
		add_tech_bonus = {
		bonus = 0.25
		ahead_reduction = 3.0
		uses = 2
		category = plasma_weaponry_tech_category
		}
		ai_chance = {
			base = 0
		}
	}
}
#The Glow - Ghoulified Paladins Successful
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.205" }
	id = nf_brotherhood_expeditions.205
	title = nf_brotherhood_expeditions.201.t
	desc = nf_brotherhood_expeditions.205.d
	picture = GFX_event_generic_zax
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.201.a #Learn about Mutants
		bos_upgrade_mutant_experience_law = yes
		army_experience = 15
		ai_chance = {
			base = 0
		}
	}
	option = {
		name = nf_brotherhood_expeditions.201.b #Conversation with the ZAX
		set_temp_variable = {BOS_knowledge_gain = 2}
		bos_add_knowledge = yes
		ai_chance = {
			base = 100
		}
	}
	option = {
		name = nf_brotherhood_expeditions.201.c #Bring home the prototypes
		add_tech_bonus = {
		bonus = 0.25
		ahead_reduction = 3.0
		uses = 2
		category = plasma_weaponry_tech_category
		}
		ai_chance = {
			base = 0
		}
	}
}
#The Glow - Knights Died
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.206" }
	id = nf_brotherhood_expeditions.206
	title = nf_brotherhood_expeditions.206.t
	desc = nf_brotherhood_expeditions.206.d
	picture = GFX_event_MOJ_contact_the_west
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.206.a #Others run the council now.
		trigger = {NOT = {has_government = elites}}
		set_temp_variable = { temp_BOS_drift_add = -1.0 }
		bos_boost_elites_drift = yes
		
	}
	option = {
		name = nf_brotherhood_expeditions.206.b #We knew this might happen.
		trigger = {has_government = elites}
		add_political_power = -50
		set_temp_variable = { temp_BOS_drift_add = -0.6 }
		bos_boost_elites_drift = yes
	}
}
#Vault 17
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.3" }
	id = nf_brotherhood_expeditions.3
	title = nf_brotherhood_expeditions.3.t
	desc = nf_brotherhood_expeditions.3.d #Vault 17 was just a control vault. 
	picture = GFX_event_sub_generic_wasteland_5
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.3.a #unsurprisingly, it had a faulty water chip.
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		add_tech_bonus = {
			ahead_reduction = 1.0
			uses = 2
			category = purification_station_tech_category
		}
		country_event = {
			id = nf_brotherhood_expeditions.14
		}
		ai_chance = {
			base = 80
			modifier = { has_government = elites factor = 0.5}
			modifier = { has_government = people factor = 2}
		}
	}
	option = {
		name = nf_brotherhood_expeditions.3.b #We analyzed the remains of the battle.
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		army_experience = 5
		country_event = {
			id = nf_brotherhood_expeditions.14
		}
		ai_chance = {
			base = 20
			modifier = { has_government = elites factor = 5}
			modifier = { has_government = people factor = 0.5}
		}
	}
	
}
#The Ghost Farm
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.4" }
	id = nf_brotherhood_expeditions.4
	title = nf_brotherhood_expeditions.4.t
	desc = nf_brotherhood_expeditions.4.d
	picture = GFX_event_generic_settlement_3
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.4.a #exchanged ideas
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		bos_improve_bunker_construction = yes
		SLA = {
			country_event = nf_brotherhood_expeditions.402
		}
		ai_chance = {
			base = 20
			modifier = { has_government = elites factor = 0}
			modifier = { has_government = people factor = 0.5}
		}
	}
	option = {
		name = nf_brotherhood_expeditions.4.b  #spent more time in modoc
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		add_political_power = 25
		ai_chance = {
			base = 20
			modifier = { has_government = elites factor = 1}
			modifier = { has_government = people factor = 0}
		}
	}
	option = {
		name = nf_brotherhood_expeditions.4.maxsonians #Seized supplies
		trigger = {has_government = elites}
		add_timed_idea = {
			idea = bos_brotherhood_looting
			days = 225
		}
		add_equipment_to_stockpile = {
			type = support_equipment_1
			amount = 500
			producer = USA
		}
		SLA = {
			country_event = nf_brotherhood_expeditions.404
		}
		ai_chance = {
			base = 80
		}
	}
	option = {
		name = nf_brotherhood_expeditions.4.rhombians #Negotiated future support
		trigger = {has_government = ruler}
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		bos_upgrade_expeditionary_outposts = yes
		ai_chance = {
			base = 60
		}
	}	
	option = {
		name = nf_brotherhood_expeditions.4.reformers #Taught eachother
		trigger = {has_government = people}
		add_tech_bonus = {
			bonus = 0.25
			uses = 2
			category = agriculture_tech
		}
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		bos_smart_delayed_expedition_small = yes
		SLA = {
			country_event = nf_brotherhood_expeditions.401
		}
		ai_chance = {
			base = 90
		}
	}
}
#The Ghost Farm - The Brotherhood Teaches ##For Slags - Reformers
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.401" }
	id = nf_brotherhood_expeditions.401
	title = nf_brotherhood_expeditions.401.t
	desc = nf_brotherhood_expeditions.401.d
	picture = GFX_event_generic_settlement_3
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.401.a
		add_tech_bonus = {
			ahead_reduction = 1.0
			bonus = 0.2
			uses = 1
			category = agriculture_tech
		}
		ai_chance = {
			base = 50
		}
	}
	option = {
		name = nf_brotherhood_expeditions.401.b
		add_tech_bonus = {
			ahead_reduction = 1.0
			bonus = 0.2
			uses = 1
			category = infantry_tech_category
		}
		ai_chance = {
			base = 50
			modifier = {has_government = people factor = 0}
		}
	}
}
#The Ghost Farm - Exchange of Ideas -For Slags, Default 
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.402" }
	id = nf_brotherhood_expeditions.402
	title = nf_brotherhood_expeditions.402.t
	desc = nf_brotherhood_expeditions.402.d
	picture = GFX_event_generic_settlement_3
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.402.a
		add_political_power = 25
	}

}
#The Ghost Farm - Long Term Support -For Slags, Maxsonians.
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.403" }
	id = nf_brotherhood_expeditions.403
	title = nf_brotherhood_expeditions.403.t
	desc = nf_brotherhood_expeditions.403.d
	picture = GFX_event_generic_settlement_3
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.403.a
		add_political_power = 75
	}

}
#The Ghost Farm - Raided -For Slags, Rhombians.
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.404" }
	id = nf_brotherhood_expeditions.404
	title = nf_brotherhood_expeditions.404.t
	desc = nf_brotherhood_expeditions.404.d
	picture = GFX_event_generic_settlement_3
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.404.a #We couldn't stop them. It may be time for a change.
		add_stability = -0.03
		add_war_support = 0.06
	}

}
#Ruins of Broken Hills
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.5" }
	id = nf_brotherhood_expeditions.5
	title = nf_brotherhood_expeditions.5.t
	desc = nf_brotherhood_expeditions.5.d
	picture = GFX_event_sub_generic_ruins_1
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.5.a
		bos_upgrade_expeditionary_outposts = yes #we could build an outpost here.
		ai_chance = {
			base = 10
			modifier = {has_government = ruler factor = 0}
		}
	}
	option = {
		name = nf_brotherhood_expeditions.5.b #Air Purifier? How does it compare to ours?
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		ai_chance = {
			base = 50
			modifier = {has_government = ruler factor = 0}
			modifier = {has_government = people factor = 0}
		}
		##I considered HEPA Cartridge Filter as a possible reward, but this place doesn't feel worthy.
	}
	option = {
		name = nf_brotherhood_expeditions.5.maxsonians #Strip the place for parts
		trigger = {has_government = elites}
		capital_scope = {
			add_resource = { type = metal amount = 4 }
			add_resource = { type = circuitry amount = 2 }
			add_resource = { type = advanced amount = 1 }
		}
		bos_smart_delayed_expedition_small = yes
		add_political_power = 25
		ai_chance = {
			base = 40
		}
	}
	option = {
		name = nf_brotherhood_expeditions.5.rhombians #Let's do both.
		trigger = {has_government = ruler}
		bos_upgrade_expeditionary_outposts = yes
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		bos_smart_delayed_expedition_small = yes
		ai_chance = {
			base = 100
		}
	}
	option = {
		name = nf_brotherhood_expeditions.5.reformers #Waste not, want not (extra effort to bring stuff back whole)
		trigger = {has_government = people}
		set_temp_variable = {BOS_knowledge_gain = 2}
		bos_add_knowledge = yes
		bos_smart_delayed_expedition_small = yes
		ai_chance = {
			base = 90 

		}
	}
}
#Irvine
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.6" }
	id = nf_brotherhood_expeditions.6
	title = nf_brotherhood_expeditions.6.t
	desc = nf_brotherhood_expeditions.6.d
	picture = GFX_event_sub_generic_ruins_2
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.6.a #What happened here?
		country_event = { id = nf_brotherhood_expeditions.601 days=30}
		bos_smart_delayed_expedition2_small = yes
		bos_smart_delayed_scribes_small = yes
		if = {
			limit = {
				has_country_flag = bos_ruler_allowed
			}
			set_temp_variable = { temp_BOS_drift_add = 0.2 }
			bos_boost_ruler_drift = yes
		}
		if = {
			limit = {
				has_country_flag = bos_people_allowed
			}
			set_temp_variable = { temp_BOS_drift_add = 0.4 }
			bos_boost_people_drift = yes
		}
		ai_chance = {
			base = 90
			modifier = {has_government = elites factor = 0.05} #this gives the elites a 31% chance to pick it. (90*0.05) = 4.5, 4.5/(4.5+10)=0.31
		}
	}
	option = {
		name = nf_brotherhood_expeditions.6.b #We should study the ruins, not the records.
		add_tech_bonus = {
			bonus = 0.2
			uses = 1
			category = support_robot_tech_category
		}
		add_tech_bonus = {
			bonus = 0.2
			uses = 1
			category = computing_tech
		}
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		ai_chance = {
			base = 10 
			modifier = {has_government = ruler factor = 0}
			modifier = {has_government = people factor = 0}
		}
		
	}
}
#Irvine - The Records of Utopia
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.601" }
	id = nf_brotherhood_expeditions.601
	title = nf_brotherhood_expeditions.601.t
	desc = nf_brotherhood_expeditions.601.d
	picture = GFX_event_sub_generic_ruins_2
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.601.a #The computing is quite advanced.
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		add_tech_bonus = {
			bonus = 0.2
			uses = 2
			category = computing_tech
		}
		ai_chance = {
		base = 50
		modifier = {has_government = elites factor = 0.2}#10%
		}
	}
	option = {
		name = nf_brotherhood_expeditions.601.maxsonians # Let's salvage them, Robots may ease the occupation of the NCR.
		trigger = {has_government = elites}
		add_tech_bonus = {
			bonus = 0.25
			uses = 1
			category = support_robot_tech_category
		}
		add_equipment_to_stockpile = {
			type = support_robot_thruster_equipment_1
			amount = 800
			producer = USA
		}
		bos_smart_delayed_expedition_small = yes #intentionally allows one unit of paladins to return.
		bos_smart_delayed_scribes_small = yes
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		ai_chance = {
		base = 90
		}
	}
	option = {
		name = nf_brotherhood_expeditions.601.rhombians #Not a utopia, after all.
		trigger = {has_government = ruler}
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		set_temp_variable = { temp_BOS_drift_add = 0.4 }
		bos_boost_ruler_drift = yes
		add_tech_bonus = {
			bonus = 0.2
			uses = 1
			category = support_robot_tech_category
		}
		ai_chance = {
		base = 50
		}
	}
	option = {
		name = nf_brotherhood_expeditions.601.reformers #Another cautionary tale. We must choose our candidate wisely.
		trigger = {has_government = people}
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		add_stability = 0.03
		set_temp_variable = { temp_BOS_drift_add = 0.2 }
		bos_boost_people_drift = yes
		ai_chance = {
		base = 50
		}
	}
}
#Golgotha
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.7" }
	id = nf_brotherhood_expeditions.7
	title = nf_brotherhood_expeditions.7.t
	desc = nf_brotherhood_expeditions.7.d
	picture = GFX_event_sub_generic_war_room
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.7.a #There's no difference.
		ai_chance = {
		base = 90
		modifier = {has_government = people factor = 0}
		}
		country_event = nf_brotherhood_expeditions.701
	}
	option = {
		name = nf_brotherhood_expeditions.7.b #We didn't go
		add_stability = 0.02
		bos_improve_bunker_construction = yes
		trigger = {NOT = {has_government = people}}
		ai_chance = {
		base = 10
		}
	}
	option = {
		name = nf_brotherhood_expeditions.7.reformers #focus on soft sciences instead
		trigger = {has_government = people}
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		ai_chance = {
		base = 100
		}
	}
}
#Golgotha -Expedition Sent
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.701" }
	id = nf_brotherhood_expeditions.701
	title = nf_brotherhood_expeditions.701.t
	desc = nf_brotherhood_expeditions.701.d
	picture = GFX_event_BOS_our_founding
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.701.a #Check at random.
		random_list = {
			5 = {
				add_ideas = bos_golgotha_mirroredshades
			}
			45 = {
				add_equipment_to_stockpile = {
				type = ballistic_equipment_1
				amount = 150
				producer = USA
			}
			}
			
			45 = {
				add_equipment_to_stockpile = {
				type = energy_equipment_1
				amount = 150
				producer = USA
			}
			}
			
			5 = {
				set_temp_variable = { caps_to_add = 10 }
				add_caps = yes
			}
		}
		bos_smart_delayed_expedition_small = yes
		ai_chance = {
		base = 1
		modifier = {has_government = ruler factor = 0}
		modifier = {has_government = elites factor = 0}
		}
	}
	option = {
		name = nf_brotherhood_expeditions.701.b #This is a bad idea. Let's gamble in Reno.
		random_list = {
			5 = {
				set_temp_variable = { caps_to_add = -50 }
				add_caps = yes
			}
			20 = {
				set_temp_variable = { caps_to_add = -20 }
				add_caps = yes
			}
			25 = {
				set_temp_variable = { caps_to_add = -5 }
				add_caps = yes
			}
			45 = {
				set_temp_variable = { caps_to_add = 20 }
				add_caps = yes
			}
			5 = {
				set_temp_variable = { caps_to_add = 150 }
				add_caps = yes
			}
		}
		if = {
			limit = {
				has_government = elites
			}
			set_temp_variable = { temp_BOS_drift_add = 0.3}
			bos_boost_elites_drift = yes
		}
		else_if = {
			limit = {
				has_government = ruler
			}
			set_temp_variable = { temp_BOS_drift_add = 0.1 }
			bos_boost_ruler_drift = yes
		}
		else_if = {
			limit = {
				has_government = intellectuals
			}
			set_temp_variable = { temp_BOS_drift_add = 0.2 }
			bos_boost_intellectuals_drift = yes
		}
		else_if = {
			limit = {
				has_government = people
			}
			set_temp_variable = { temp_BOS_drift_add = -0.2 }
			bos_boost_people_drift = yes
		}
		ai_chance = {
		base = 0
		}
	}
	option = {
		name = nf_brotherhood_expeditions.701.maxsonians#Check every grave and post.
		trigger = {has_government = elites}
		add_equipment_to_stockpile = {
				type = energy_equipment_1
				amount = 200
				producer = USA
			}
		add_equipment_to_stockpile = {
				type = ballistic_equipment_1
				amount = 200
				producer = USA
			}
		set_temp_variable = { caps_to_add = 10 }
		add_caps = yes
		add_ideas = bos_golgotha_mirroredshades
		bos_smart_delayed_expedition_medium = yes
		ai_chance = {
		base = 100
		}
	}
	option = {
		name = nf_brotherhood_expeditions.701.rhombians #We inquried about famous graves.
		trigger = {has_government = ruler}
		add_ideas = bos_golgotha_mirroredshades
		ai_chance = {
		base = 100
		}
	}
}
#Toxic Caves
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.8" }
	id = nf_brotherhood_expeditions.8
	title = nf_brotherhood_expeditions.8.t
	desc = nf_brotherhood_expeditions.8.d
	picture = GFX_event_sub_generic_reactor_1
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.8.a #Scrap some suits to fix this, get some paladins with 2 extra toes.
		country_event = nf_brotherhood_expeditions.801
		add_timed_idea = {
			idea = bos_extra_toes
			days = 270
		}
		ai_chance = {
		base = 50
		}
	}
	option = {
		name = nf_brotherhood_expeditions.8.b #Buy some spare parts in Klamath.
		country_event = nf_brotherhood_expeditions.801
		bos_smart_delayed_expedition_small = yes
		set_temp_variable = { caps_to_add = -30 }
		add_caps = yes
		ai_chance = {
			base = 50
		}
	}

}
#Toxic Caves - followup
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.801" }
	id = nf_brotherhood_expeditions.801
	title = nf_brotherhood_expeditions.801.t
	desc = nf_brotherhood_expeditions.801.d
	picture = GFX_event_sub_generic_computer_scav
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.801.a #we took everything we can
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		add_equipment_to_stockpile = {
				type = energy_equipment_1
				amount = 280
				producer = USA
			}
		add_equipment_to_stockpile = {
				type = ballistic_fireteam_equipment_2
				amount = 200
				producer = USA
			}
		add_equipment_to_stockpile = {
				type = energy_equipment_2
				amount = 200
				producer = USA
			}
		add_equipment_to_stockpile = {
				type = ballistic_equipment_1
				amount = 200
				producer = USA
			}
		ai_chance = {
			base = 100 ##tl;dr take party choice if ai, unless you're Troika. The ai_chance of all the other events is 1 since they're not listed there, 1 == 100% here.
			modifier =  { NOT = {has_government = intellectuals} factor = 0}
		}
	}
	option = {
		name = nf_brotherhood_expeditions.801.maxsonians #make an outpost and don't tell Klamath
		trigger = {has_government = elites}
		bos_upgrade_expeditionary_outposts = yes
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		bos_smart_delayed_expedition_small = yes
		country_event = { id = nf_brotherhood_expeditions.802 days = 30}
		add_equipment_to_stockpile = {
				type = energy_equipment_1
				amount = 280
				producer = USA
			}
		add_equipment_to_stockpile = {
				type = ballistic_fireteam_equipment_2
				amount = 200
				producer = USA
			}
		add_equipment_to_stockpile = {
				type = energy_equipment_2
				amount = 200
				producer = USA
			}
		add_equipment_to_stockpile = {
				type = ballistic_equipment_1
				amount = 200
				producer = USA
			}
	}
	option = {
		name = nf_brotherhood_expeditions.801.rhombians #make an outpost and compensate Klamath with the loot
		trigger = {has_government = ruler}
		bos_upgrade_expeditionary_outposts = yes
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		bos_smart_delayed_expedition_small = yes
		add_equipment_to_stockpile = {
			type = energy_equipment_2
			amount = 200
			producer = USA
		}
		KLA = {
			add_equipment_to_stockpile = {
				type = energy_equipment_1
				amount = 280
				producer = USA
			}
			add_equipment_to_stockpile = {
				type = ballistic_fireteam_equipment_2
				amount = 200
				producer = USA
			}
			add_equipment_to_stockpile = {
					type = ballistic_equipment_1
					amount = 200
					producer = USA
			}
		}
	}
	option = {
		name = nf_brotherhood_expeditions.801.reformers #Make an outpost and bargain with Klamath for fair payment.
		trigger = {has_government = people}
		bos_upgrade_expeditionary_outposts = yes
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		bos_smart_delayed_expedition_medium = yes
		add_equipment_to_stockpile = {
				type = energy_equipment_1
				amount = 280
				producer = USA
			}
		add_equipment_to_stockpile = {
				type = ballistic_fireteam_equipment_2
				amount = 200
				producer = USA
			}
		KLA = {
			add_equipment_to_stockpile = {
					type = energy_equipment_2
					amount = 200
					producer = USA
				}
			add_equipment_to_stockpile = {
					type = ballistic_equipment_1
					amount = 200
					producer = USA
				}
			set_temp_variable = { caps_to_add = 55 }
			add_caps = yes
		}
		set_temp_variable = { caps_to_add = -55 }
		add_caps = yes
	}
}
#Toxic Caves - Klamath Upset.
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.802" }
	id = nf_brotherhood_expeditions.802
	title = nf_brotherhood_expeditions.802.t
	desc = nf_brotherhood_expeditions.802.d
	picture = GFX_event_BOS_settler_defense
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_expeditions.802.a #Defend it with deadly force.
		KLA = {country_event = nf_brotherhood_expeditions.803}
		ai_chance = {
			base = 33
		}

	}
	option = {
		name = nf_brotherhood_expeditions.802.b #Strike first. Dead men tell no tales.
		KLA = {country_event = nf_brotherhood_expeditions.804}
		bos_smart_delayed_expedition_small = yes
		ai_chance = {
			base = 57
		}
	}
	option = {
		name = nf_brotherhood_expeditions.802.c #Compensate them.
		country_event = nf_brotherhood_expeditions.805
		set_temp_variable = { caps_to_add = -55 }
		add_caps = yes
		KLA = {
			set_temp_variable = { caps_to_add = 55 }
			add_caps = yes
		}
		ai_chance = {
			base = 10
		}
	}
}
#Toxic Caves - Klamath: Brotherhood Moves into Toxic Caves.
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.803" }
	id = nf_brotherhood_expeditions.803
	title = nf_brotherhood_expeditions.803.t
	desc = nf_brotherhood_expeditions.803.d
	picture = GFX_event_sub_generic_wasteland_4
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.803.a #Chase them out.
		BOS = {
		country_event = nf_brotherhood_expeditions.806 #oopsie, wrote these in the wrong order
		}
		add_manpower = -150
		ai_chance = {
			base = 15
			modifier = {
				has_manpower < 1000
				factor = 0
			}
		}
	}
	option = {
		name = nf_brotherhood_expeditions.803.b #Demand what they found. 
		BOS = {
		country_event = nf_brotherhood_expeditions.807
		}
		ai_chance = {
			base = 70
		}
	}
	option = {
		name = nf_brotherhood_expeditions.803.c #Let them stay.
		BOS = {
		country_event = nf_brotherhood_expeditions.805
		}
		KLA = {add_war_support = -0.03}
		ai_chance = {
			base = 15
		}
	}
}
#Toxic Caves - Klamath: Razing of Trapper Town
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.804" }
	id = nf_brotherhood_expeditions.804
	title = nf_brotherhood_expeditions.804.t
	desc = nf_brotherhood_expeditions.804.d
	picture = GFX_event_KHA_bitter_springs_massacre
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_expeditions.804.a #My town?! Prepare to fight!
		KLA = {add_war_support = 0.06}
		ai_chance = {
			base = 5
		}
	}
	option = {
		name = nf_brotherhood_expeditions.804.b #Abandon the area.
		KLA = {add_stability = 0.04}
		ai_chance = {
			base = 5
		}
	}
	option = {
		name = nf_brotherhood_expeditions.804.c #Energy weapons? Vault City did this!
		KLA = {
			add_war_support = 0.10
			add_opinion_modifier = {
				target = VLT
				modifier = toc_genocidal_maniacs
			}
		}
		ai_chance = {
			base = 90## it's not like it'll come to this often, and it's highly unlikely BoS will notice.
		}
	}
	immediate = { 
		251 = {
			set_temp_variable = { pop_add = -373}
			add_state_population = yes
		}
	}
}
#Toxic Caves - Klamath: Let them stay.
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.805" }
	id = nf_brotherhood_expeditions.805
	title = nf_brotherhood_expeditions.805.t
	desc = nf_brotherhood_expeditions.805.d
	picture = GFX_event_sub_generic_wasteland_4
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.805.a #Well, good.
		add_political_power = 10
	}
}
#Toxic Caves - Klamath: Demand What They Found
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.806" }
	id = nf_brotherhood_expeditions.806
	title = nf_brotherhood_expeditions.806.t
	desc = nf_brotherhood_expeditions.806.d
	picture = GFX_event_sub_generic_wasteland_4
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.806.a #We accept this demand.
		add_equipment_to_stockpile = {
				type = energy_equipment_1
				amount = -280
				producer = USA
			}
		add_equipment_to_stockpile = {
				type = ballistic_fireteam_equipment_2
				amount = -200
				producer = USA
			}
		add_equipment_to_stockpile = {
				type = energy_equipment_2
				amount = -200
				producer = USA
			}
		add_equipment_to_stockpile = {
				type = ballistic_equipment_1
				amount = -200
				producer = USA
			}
		KLA = {country_event = nf_brotherhood_expeditions.807}	
		ai_chance = {
			base = 34
		}
		
	}
	option = {
		name = nf_brotherhood_expeditions.806.b #We tried to be reasonable...
		KLA = { country_event = nf_brotherhood_expeditions.804}
		bos_smart_delayed_expedition_small = yes
		ai_chance = {
			base = 66
		}
	}
}
#Toxic Caves - Klamath: Demand What They Found - Success!
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.807" }
	id = nf_brotherhood_expeditions.807
	title = nf_brotherhood_expeditions.807.t
	desc = nf_brotherhood_expeditions.807.d
	picture = GFX_event_sub_generic_wasteland_4
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.807.a #Now, we'll be ready.
		add_equipment_to_stockpile = {
				type = energy_equipment_1
				amount = 280
				producer = USA
			}
		add_equipment_to_stockpile = {
				type = ballistic_fireteam_equipment_2
				amount = 200
				producer = USA
			}
		add_equipment_to_stockpile = {
				type = energy_equipment_2
				amount = 200
				producer = USA
			}
		add_equipment_to_stockpile = {
				type = ballistic_equipment_1
				amount = 200
				producer = USA
			}	
	}
}
#Toxic Caves - Klamath: Chase Them Out
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.808" }
	id = nf_brotherhood_expeditions.808
	title = nf_brotherhood_expeditions.808.t
	desc = nf_brotherhood_expeditions.808.d
	picture = GFX_event_BOS_settler_defense
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.808.a #Nothing to be done
		add_manpower = -40
		add_equipment_to_stockpile = {
				type = energy_equipment_1
				amount = -280
				producer = USA
			}
		add_equipment_to_stockpile = {
				type = ballistic_fireteam_equipment_2
				amount = -200
				producer = USA
			}
		add_equipment_to_stockpile = {
				type = energy_equipment_2
				amount = -200
				producer = USA
			}
		add_equipment_to_stockpile = {
				type = ballistic_equipment_1
				amount = -200
				producer = USA
			}	
			ai_chance = {
				base = 10
			}
	}
	option = {
		name = nf_brotherhood_expeditions.808.b #We tried to be reasonable...
		KLA = { country_event = nf_brotherhood_expeditions.804}
		bos_smart_delayed_expedition_medium = yes
		add_manpower = -50
		add_equipment_to_stockpile = {
			type = energy_equipment_1
			amount = -120
			producer = USA
		}
		add_equipment_to_stockpile = {
			type = ballistic_fireteam_equipment_2
			amount = -100
			producer = USA
		}
		add_equipment_to_stockpile = {
			type = energy_equipment_2
			amount = -100
			producer = USA
		}
		add_equipment_to_stockpile = {
			type = ballistic_equipment_1
			amount = -200
			producer = USA
		}
		ai_chance = {
			base = 66
		}
	}
}
#Vault 11
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.9" }
	id = nf_brotherhood_expeditions.9
	title = nf_brotherhood_expeditions.9.t
	desc = nf_brotherhood_expeditions.9.d
	picture = GFX_event_sub_generic_war_room
	is_triggered_only = yes
	fire_only_once = yes

	option = { #It was simple but not quick.
		name = nf_brotherhood_expeditions.9.a
		set_temp_variable = {BOS_knowledge_gain = 2}
		bos_add_knowledge = yes
		bos_smart_delayed_expedition_small = yes
	}

}
#The Port of Honolulu
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.10" }
	id = nf_brotherhood_expeditions.10
	title = nf_brotherhood_expeditions.10.t
	desc = nf_brotherhood_expeditions.10.d
	picture = GFX_event_sub_generic_war_room
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.10.a #Peaceful Explorers
		country_event = nf_brotherhood_expeditions.1004
		bos_smart_delayed_expedition2_small = yes
		bos_smart_delayed_scribes_small  = yes
		ai_chance = {
			base = 50
		}
	}
	option = {
		name = nf_brotherhood_expeditions.10.b #Warlike
		country_event = nf_brotherhood_expeditions.1002
		bos_smart_delayed_expedition2_small = yes
		bos_smart_delayed_scribes_small  = yes
		ai_chance = {
			base = 50
		}
	}
}
#"The Port of Honolulu: Peaceful Explorers" ##this event doesn't exist, it was cut and instead we just go directly to 1004. 

#"The Port of Honolulu: Battle?"
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1002" }
	id = nf_brotherhood_expeditions.1002 
	title = nf_brotherhood_expeditions.1002.t 
	desc = nf_brotherhood_expeditions.1002.d
	picture = GFX_event_sub_generic_coast
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1002.a #Study their tech, not if they were pirates.
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = naval_light_hull_tech_category
		}
		add_doctrine_cost_reduction = {
			cost_reduction = 0.5
			uses = 2
			category = cat_naval_doctrine
		}
		ai_chance = {
			base = 0
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1002.maxsonians #All three: Learn they weren't pirates.
		trigger = {has_government = elites}
		country_event = nf_brotherhood_expeditions.1003
		add_war_support = 0.01
		ai_chance = {
			base = 100
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1002.rhombians
		trigger = {has_government = ruler}
		country_event = nf_brotherhood_expeditions.1003
		add_stability = -0.02
		ai_chance = {
			base = 100
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1002.reformers
		trigger = {has_government = people}
		country_event = nf_brotherhood_expeditions.1003
		ai_chance = {
			base = 100
		}
	}
}
#"The Port of Honolulu: Pirates?"
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1003" }
	id = nf_brotherhood_expeditions.1003
	title = nf_brotherhood_expeditions.1003.t #"The Port of Honolulu: Pirates?"
	desc = nf_brotherhood_expeditions.1003.d
	picture = GFX_event_sub_generic_coast
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1003.a #"Interesting. We could grow plenty of food in California."
		country_event = {
			id = nf_brotherhood_expeditions.1006
			days = 15
		}
	}
}
#The Port of Honolulu: Mission of Peace
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1004" }
	id = nf_brotherhood_expeditions.1004
	title = nf_brotherhood_expeditions.1004.t #"The Port of Honolulu: Mission of Peace"
	desc = nf_brotherhood_expeditions.1004.d
	picture = GFX_event_sub_generic_coast
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1004.a #"Tell them we wish to establish trade, let's go to Hawai'i together."
		country_event = {
		id = nf_brotherhood_expeditions.1005
		days = 15
		}
	}
}
#"The Port of Honolulu: The Peaceful Islands of Hawai'i."
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1005" }
	id = nf_brotherhood_expeditions.1005
	title = nf_brotherhood_expeditions.1005.t
	desc = nf_brotherhood_expeditions.1005.d
	picture = GFX_event_sub_generic_coast
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1005.a #"This is an excellent deal."
		bos_upgrade_expeditionary_outposts = yes
		add_ideas = bos_trade_with_hawaii
		ai_chance = {
			base = 60
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1005.b #"Sign for one year if they let us explore."
		add_timed_idea = {
		idea = bos_trade_with_hawaii
		days = 365
		}
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		ai_chance = {
			base = 40
		}
	}
	
}
#"The Port of Honolulu: The Dangerous Islands of Hawai'i."
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1006" }
	id = nf_brotherhood_expeditions.1006
	title = nf_brotherhood_expeditions.1006.t
	desc = nf_brotherhood_expeditions.1006.d
	picture = GFX_event_sub_generic_coast
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1006.a #That went better than we could've hoped
		bos_upgrade_expeditionary_outposts = yes
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		add_ideas = bos_hawaii_protectorate
	}
}
#Anchorage: America's Hope
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.11" }
	id = nf_brotherhood_expeditions.11
	title = nf_brotherhood_expeditions.11.t
	desc = nf_brotherhood_expeditions.11.d
	picture = GFX_event_sub_generic_war_room
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.11.a #Set out on our own, no matter the risk.
		country_event = {
			id = nf_brotherhood_expeditions.1101 
			days = 45
		}
		activate_mission = bos_expedition_to_anchorage_alone
		custom_effect_tooltip = nf_brotherhood_expeditions_80_chance
		ai_chance = {
		base = 1
		}
	}
	option = {
		name = nf_brotherhood_expeditions.11.b #Audience with The Immortal
		trigger = { 
			AND = {
				country_exists = WBH
				NOT = { 
					OR = {
						has_government = elites
						has_government = people
					}
				}
			}
		}##Maxsonians and Reformers each have reasons to never rely on the WBH
		country_event = {id = nf_brotherhood_expeditions.1103 days = 15}
		bos_smart_delayed_scribes_small = yes
		bos_smart_delayed_expedition2_small = yes
		ai_chance = {
		base = 94
		}
	}
	option = {
		name = nf_brotherhood_expeditions.11.c #Audience with TCA
		trigger = {country_exists = TCA} ##Anyone would work with TCA.
		country_event = {id = nf_brotherhood_expeditions.1104 days = 15}
		bos_smart_delayed_scribes_small = yes
		bos_smart_delayed_expedition2_small = yes
		ai_chance = {
		base = 94
		}
	}
	option = {
		name = nf_brotherhood_expeditions.11.e #Cancel the expedition. There is work to do.
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		bos_improve_bunker_construction = yes
		ai_chance = {
		base = 5 ##under most circumstances should be quite unlikely. If both TCA and WBH are dead, it's 16% chance to go and 83% chance to stay, roughly.
		}
	}
}
#Anchorage: On Our Own
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1101" }
	id = nf_brotherhood_expeditions.1101
	title = nf_brotherhood_expeditions.1101.t
	desc = nf_brotherhood_expeditions.1101.d
	picture = GFX_event_WBH_alaska_expedition
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1101.a
		country_event = {id = nf_brotherhood_expeditions.1102 days = 60}  ##45 days in, with this next one 105/180
	}
}
#Anchorage: On Our Own - Almost There!
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1102" }
	id = nf_brotherhood_expeditions.1102
	title = nf_brotherhood_expeditions.1102.t
	desc = nf_brotherhood_expeditions.1102.d
	picture = GFX_event_WBH_alaska_expedition
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1102.a
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		add_ideas = bos_alaskan_winterization
	}
	##The mission activated at the start handles firing this (80% of the time):country_event = nf_brotherhood_expeditions.1105
}
#Anchorage: Audience with The Immortal
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1103" }
	id = nf_brotherhood_expeditions.1103
	title = nf_brotherhood_expeditions.1103.t
	desc = nf_brotherhood_expeditions.1103.d
	picture = GFX_event_WBH_invitation
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1103.a #this is abhorrent
		country_event = {id = nf_brotherhood_expeditions.1101 days = 30}
		activate_mission = bos_expedition_to_anchorage_alone
		custom_effect_tooltip = nf_brotherhood_expeditions_80_chance
		ai_chance = {
			base = 100 #catches Maxsonians/Reformers being promoted into power between events.
			modifier = { has_government = intellectuals factor = 0}
			modifier = { has_government = ruler factor = 0.2} #15% chance for Rhombians to do this, 85% chance to demand transition.
		}
		
	}
	option = {
		name = nf_brotherhood_expeditions.1103.b #with time, we could soften their evil.
		complete_national_focus = bos_nf_integrating_wbh
		add_political_power = -50
		country_event = {id = nf_brotherhood_expeditions.1105 days = 60} ##75 days in after this.
		bos_smart_delayed_expedition2_large = yes
		bos_smart_delayed_scribes_large = yes
		ai_chance = {
			base = 100 #AI Troika talking to AI WBH.
			modifier = { WBH = { is_ai = no } factor = 0}
			modifier = { WBH = { is_ai = yes } factor = 1}
			modifier = { NOT = {has_government = intellectuals} factor = 0}

		}
	}
	option = {
		name = nf_brotherhood_expeditions.1103.troika #The Immortal can rewrite their pascalbytes.
		trigger = {has_government = intellectuals}
		WBH = {
			country_event = nf_brotherhood_expeditions.11010
		}
		complete_national_focus = bos_nf_integrating_wbh
		country_event = {
			id = nf_brotherhood_expeditions.1105 
			days = 60 ##75 days in after this.
		} 
		bos_smart_delayed_expedition2_large = yes
		bos_smart_delayed_scribes_large = yes
		ai_chance = {
			base = 100 #only done if WBH is not an AI.
			modifier = { WBH = { is_ai = no } factor = 1}
			modifier = { WBH = { is_ai = yes } factor = 0}

		}
	}
	option = {
		name = nf_brotherhood_expeditions.1103.rhombians #demand transition but offer support
		trigger = {has_government = ruler}
		ai_chance = {
			base = 100 #85% chance to demand transition when you do the math.
		}
		WBH = {
		country_event = nf_brotherhood_expeditions.1109
		}

		effect_tooltip = { ##Note that there's some kind of bug in this option that prevents others after it from being read. It's not a bracket. 
			random_list = {
				40 = {
					complete_national_focus = bos_nf_integrating_wbh
					country_event = {id = nf_brotherhood_expeditions.1105 days = 60} ##75 days in after this.
					bos_smart_delayed_expedition2_large = yes
					bos_smart_delayed_scribes_large = yes
					add_political_power = 25
				}
				
				60 = {
					country_event = {id = nf_brotherhood_expeditions.1101 days = 30}
					activate_mission = bos_expedition_to_anchorage_alone
					custom_effect_tooltip = nf_brotherhood_expeditions_80_chance
				}
			}
		}
	}
}
#Anchorage: Audience with the Northwestern Brotherhood
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1104" }
	id = nf_brotherhood_expeditions.1104
	title = nf_brotherhood_expeditions.1104.t
	desc = nf_brotherhood_expeditions.1104.d
	picture = GFX_event_generic_snow_city
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1104.a
		country_event = {id = nf_brotherhood_expeditions.1105 days = 60}
		complete_national_focus = bos_nf_integrating_wbh
		bos_smart_delayed_expedition2_large = yes
		bos_smart_delayed_scribes_large = yes
	}
}
#Anchorage: We Made It
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1105" }
	id = nf_brotherhood_expeditions.1105
	title = nf_brotherhood_expeditions.1105.t
	desc = nf_brotherhood_expeditions.1105.d
	picture = GFX_event_generic_snow_city
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1105.a
		country_event = { id = nf_brotherhood_expeditions.1106 days = 3}
	}

}
#Anchorage: Treasures of a Bygone Era
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1106" }
	id = nf_brotherhood_expeditions.1106
	title = nf_brotherhood_expeditions.1106.t
	desc = nf_brotherhood_expeditions.1106.d
	picture = GFX_event_generic_snow_city
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1106.a #Power Armour 
		add_equipment_to_stockpile = { #20 to make a division. This is the "worst" option, but it's still a bunch of end-game power armour.
			type = power_armor_equipment_4
			amount = 1000
			producer = USA
		}
		ai_chance = {
			base = 100 ##ai probably won't use the other two correctly.
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1106.b #The Tanks
		add_equipment_to_stockpile = { #20 to make a division. The IC advantage is massive here but that's to encourage using vehicles. (4-5x the IC of the Power Armour option.)
			type = tank_equipment_4
			amount = 1000
			producer = USA
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1106.c #Assaultrons
		add_equipment_to_stockpile = { #25 to make a division. The IC advantage is miniscule, 17IC PA vs 21.
			type = support_robot_two_legs_equipment_4
			amount = 1200
			producer = USA
		}
	}
}
#Anchorage: Our Casualties
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1107" }
	id = nf_brotherhood_expeditions.1107
	title = nf_brotherhood_expeditions.1107.t
	desc = nf_brotherhood_expeditions.1107.d
	picture = GFX_event_tanker
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1107.a #We will honor them.
		add_war_support = 0.03
	}
	option = {
		name = nf_brotherhood_expeditions.1107.b #Strike this deed from the Scribe's own Scrolls. They've failed us.
		add_political_power = 55
		bos_smart_delayed_scribes_small = yes
	}
	option = {
		name = nf_brotherhood_expeditions.1107.c #Search everywhere for worthy Knights!
		add_political_power = -250 #2.5x regular paladin price.
		bos_smart_delayed_scribes_large = yes #180 days delay
		bos_train_paladins = yes #You may ask, reader, why I let them get back either all they lost or half of what they lost going to Alaska. The answer is because it's possible TCA and WBH are dead. This is an expensive out, but might allow them to continue doing Expeditions.
		ai_chance = {
			base = 100
		}
	}
}
#Anchorage: Audience with The Immortal - WBH - Softened Evil
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1108" }
	id = nf_brotherhood_expeditions.1108
	title = nf_brotherhood_expeditions.1108.t
	desc = nf_brotherhood_expeditions.1108.d
	picture = GFX_event_WBH_invitation
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_expeditions.1108.a #A triumph. We are the Brotherhood of Steel.
		add_political_power = 150
		add_war_support = 0.05
		add_stability = 0.05
	}
}
#Anchorage: Audience with The Immortal - WBH - They Demand Reform
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1109" }
	id = nf_brotherhood_expeditions.1109
	title = nf_brotherhood_expeditions.1109.t
	desc = nf_brotherhood_expeditions.1109.d
	picture = GFX_event_WBH_invitation
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_expeditions.1109.a #We will make some token gestures.
		add_ideas = bos_wbh_token_reforms
		BOS = {
			complete_national_focus = bos_nf_integrating_wbh
			country_event = {id = nf_brotherhood_expeditions.1105 days = 60} ##75 days in after this.
			bos_smart_delayed_expedition2_large = yes
			bos_smart_delayed_scribes_large = yes
			add_political_power = 25
		}
		ai_chance = {
		base = 40
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1109.b #They hold too tightly to the morals of today. Reject them.
		add_political_power = -10
		BOS = {
			country_event = {id = nf_brotherhood_expeditions.1101 days = 30}
			activate_mission = bos_expedition_to_anchorage_alone
			custom_effect_tooltip = nf_brotherhood_expeditions_80_chance
		}
		ai_chance = {
		base = 60
		}
	}
}
#Anchorage: Audience with The Immortal - WBH - Pascalbytes
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.11010" }
	id = nf_brotherhood_expeditions.11010
	title = nf_brotherhood_expeditions.11010.t
	desc = nf_brotherhood_expeditions.11010.d
	picture = GFX_event_WBH_immortal
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_expeditions.11010.a #The Immortal Changed.
		add_political_power = 150
		effect_tooltip = {
			add_country_leader_trait = fallout_augment_21
			}
		hidden_effect = {
		add_country_leader_trait = fallout_augment_21
		}
	}
}
#Land of The Rising Sun
country_event = {	
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.12" }
	id = nf_brotherhood_expeditions.12
	title = nf_brotherhood_expeditions.12.t
	desc = nf_brotherhood_expeditions.12.d
	picture = GFX_event_tanker
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.12.a #we await tomorrow's findings
		country_event = nf_brotherhood_expeditions.1201
	}
}
#Land of The Rising Sun: the Struggle
country_event = {	
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1201" }
	id = nf_brotherhood_expeditions.1201
	title = nf_brotherhood_expeditions.1201.t
	desc = nf_brotherhood_expeditions.1201.d
	picture = GFX_event_sub_generic_battle
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1201.a #We approached after the battle ended.
		country_event = nf_brotherhood_expeditions.1202
		ai_chance = {
			base = 100
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1201.b #We assisted them.
		country_event = nf_brotherhood_expeditions.1203
		army_experience = 5
		add_manpower = -15
	}
	option = {
		name = nf_brotherhood_expeditions.1201.c #We wiped out both forces.
		country_event = nf_brotherhood_expeditions.1204
		army_experience = 15
		add_manpower = -55
	}
}
#Land of The Rising Sun: A Shaky Meeting 
country_event = {	
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1202" }
	id = nf_brotherhood_expeditions.1202
	title = nf_brotherhood_expeditions.1202.t
	desc = nf_brotherhood_expeditions.1202.d
	picture = GFX_event_sub_generic_ruins_3
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1202.a #Find tech
		country_event = {
			id = nf_brotherhood_expeditions.1206
			days = 30 
		}
		ai_chance = {
			base = 20
		}
		bos_smart_delayed_expedition2_small = yes
		bos_smart_delayed_scribes_small = yes
	}
	option = {
		name = nf_brotherhood_expeditions.1202.b #Learn about China
		country_event = { 
			id = nf_brotherhood_expeditions.1207 
			days = 30
		}
		ai_chance = {
			base = 20
		}
		bos_smart_delayed_expedition2_small = yes
		bos_smart_delayed_scribes_small = yes
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
	}
	option = {
		name = nf_brotherhood_expeditions.1202.c #Make new allies
		trigger = {
			OR = {
				has_government = ruler
				has_government = people
			}
		}
		country_event = {
			id = nf_brotherhood_expeditions.1205
			days = 30
		}
		ai_chance = {
			base = 60
		}
		bos_smart_delayed_expedition2_medium = yes
		bos_smart_delayed_scribes_medium = yes
	}
}
#Land of The Rising Sun: A Friendly Drink
country_event = {	
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1203" }
	id = nf_brotherhood_expeditions.1203
	title = nf_brotherhood_expeditions.1203.t
	desc = nf_brotherhood_expeditions.1203.d
	picture = GFX_event_sub_generic_ruins_3
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1203.a #We accepted, of course.
		country_event = {
			id = nf_brotherhood_expeditions.1205
			days = 30
		}
		bos_smart_delayed_expedition2_medium = yes
		bos_smart_delayed_scribes_medium = yes
	}
}
#Land of The Rising Sun: A Quick End
country_event = {	
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1204" }
	id = nf_brotherhood_expeditions.1204
	title = nf_brotherhood_expeditions.1204.t
	desc = nf_brotherhood_expeditions.1204.d
	picture = GFX_event_sub_generic_ruins_3
	is_triggered_only = yes
	fire_only_once = yes
	##AI cannot take this event path.
	option = {
		name = nf_brotherhood_expeditions.1204.a #End the expedition. Study them
		bos_smart_delayed_expedition2_small = yes
		bos_smart_delayed_scribes_small = yes
		set_temp_variable = {BOS_knowledge_gain = 2}
		bos_add_knowledge = yes
	}
	option = {
		name = nf_brotherhood_expeditions.1204.b #Find pre-war ruins.
		country_event = { 
			id = nf_brotherhood_expeditions.1208
			days = 30 
		}
		bos_smart_delayed_expedition2_medium = yes
		bos_smart_delayed_scribes_medium = yes
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
	}
}
#Land of The Rising Sun: The Calm Exclusionary Zone
country_event = {	
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1205" }
	id = nf_brotherhood_expeditions.1205
	title = nf_brotherhood_expeditions.1205.t
	desc = nf_brotherhood_expeditions.1205.d
	picture = GFX_event_china_poster
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1205.a #Troubling. We should make a pact, to help them resist.
		add_ideas = bos_japanese_resistance_pact
		bos_upgrade_expeditionary_outposts = yes
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		ai_chance = {
			base = 0 ##this is a bad deal for the AI.
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1205.b #This mission is about technology, let's exchange it and do no more.
		set_temp_variable = {BOS_knowledge_gain = 3} ##Highest knowledge gain path anywhere, equal to Yangtze.
		bos_add_knowledge = yes
		ai_chance = {
			base = 20 #1/6 chance for non-troika
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1205.maxsonians ##Arrange to send knights here to train.
		trigger = {has_government = elites}
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		add_ideas = bos_japanese_distant_battles
		ai_chance = {
			base = 100
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1205.rhombians #Distant threats. Where can we find ruins worth exploring?
		trigger = {has_government = ruler}
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		country_event = {
			id = nf_brotherhood_expeditions.1206
			days = 20
		}
		ai_chance = {
			base = 100
		}		
	}
	option = {
		name = nf_brotherhood_expeditions.1205.reformers #Offer to broker peace between humans and mutants
		trigger = {has_government = people}
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		add_ideas = bos_japanese_brokering_peace
		ai_chance = {
			base = 100
		}
	}
}
#Land of The Rising Sun: Distant Ruins
country_event = {	
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1206" }
	id = nf_brotherhood_expeditions.1206
	title = nf_brotherhood_expeditions.1206.t
	desc = nf_brotherhood_expeditions.1206.d
	picture = GFX_event_sub_generic_ruins_5
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1206.a #Investigate the power grid
		add_ideas = bos_japanese_power_grid
		modify_building_resources = {
			building = electricity_generator
			resource = energy
			amount = 1
		}
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		ai_chance = {
			base = 90
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1206.b #Robotics
		add_ideas = bos_japanese_robotics
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		ai_chance = {
			base = 10
		}
	}
}
#Land of The Rising Sun: The Happenings in China
country_event = {	
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1207" }
	id = nf_brotherhood_expeditions.1207
	title = nf_brotherhood_expeditions.1207.t
	desc = nf_brotherhood_expeditions.1207.d
	picture = GFX_event_china_poster
	is_triggered_only = yes
	fire_only_once = yes
	##note that every path here awards at least 1 knowledge, so option A is not as bad as it looks.
	option = {
		name = nf_brotherhood_expeditions.1207.a #Offer to help Japan resist China.
		add_ideas = bos_japanese_resistance_pact
		bos_upgrade_expeditionary_outposts = yes
		ai_chance = {
			base = 0 ##still a bad deal for the AI.
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1207.b #We'll need better ships.
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		ai_chance = {
			base = 100
		}
	}

}
#Land of The Rising Sun: Distant Ruins (Bad End edition)
country_event = {	
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1208" }
	id = nf_brotherhood_expeditions.1208
	title = nf_brotherhood_expeditions.1206.t
	desc = nf_brotherhood_expeditions.1206.d
	picture = GFX_event_sub_generic_ruins_5
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1206.b #Can only investigate robotics area bc you're a murderer!
		add_ideas = bos_japanese_robotics
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
	}
}
#Sailing the Yangtze
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.13" }
	id = nf_brotherhood_expeditions.13
	title = nf_brotherhood_expeditions.13.t
	desc = nf_brotherhood_expeditions.13.d
	picture = GFX_event_china_poster
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.13.a #don't pay
		bos_smart_delayed_expedition2_large = yes
		bos_smart_delayed_scribes_large = yes
		country_event = {
			id = nf_brotherhood_expeditions.1301
			days = 30
		}
		ai_chance = {
			base = 100 ##tl;dr 50/50 for ints, 5/6 elites, 1/6 other two.
			modifier = { has_government = people factor = 0.2}
			modifier = { has_government = ruler factor = 0.2}
		}
	}
	option = {
		name = nf_brotherhood_expeditions.13.b #pay
		bos_smart_delayed_expedition2_large = yes
		bos_smart_delayed_scribes_large = yes
		add_ideas = bos_china_payments
		country_event = {
			id = nf_brotherhood_expeditions.1303
			days = 30
		}
		ai_chance = {
			base = 100 ##inverse of above comment
			modifier = { has_government = elites factor = 0.2}
		}
	}
}
#Sailing the Yangtze: Fire on the River
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1301" }
	id = nf_brotherhood_expeditions.1301
	title = nf_brotherhood_expeditions.1301.t
	desc = nf_brotherhood_expeditions.1301.d
	picture = GFX_event_BRK_wasteland_boat_militia
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1301.a #try to save every ship
		random_list = {
			34 = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = -200
				}
				add_equipment_to_stockpile = {
					type = power_armor_equipment
					amount = -200
				}
				add_manpower = -200
				add_ideas = bos_chinese_stealth_suits
				country_event = nf_brotherhood_expeditions.1304 ##success event
			}
			66 = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = -400
				}
				add_equipment_to_stockpile = {
					type = power_armor_equipment
					amount = -400
				}
				add_to_variable = {
					var = bos_paladins_ready
					value = -1
					tooltip = paladin_math_tooltip
				}
				add_manpower = -400
				add_ideas = bos_chinese_stealth_suits
				country_event = nf_brotherhood_expeditions.1302 ## fail event
			}
		}
		ai_chance = {
			base = 10
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1301.b
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = -200
		}
		add_equipment_to_stockpile = {
			type = power_armor_equipment
			amount = -200
		}
		add_manpower = -200
		add_ideas = bos_chinese_stealth_suits
		country_event = nf_brotherhood_expeditions.1302 ##intentionally the fail event - all four parties get a third option. No risk of lost Paladins.
		ai_chance = {
			base = 0
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1301.maxsonians #fire indiscriminately
		trigger = {has_government = elites}
		random_list = {
			10 = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = -300
				}
				add_equipment_to_stockpile = {
					type = power_armor_equipment
					amount = -300
				}
				add_manpower = -300
				add_ideas = bos_chinese_stealth_suits
				country_event = nf_brotherhood_expeditions.1302
			}
			90 = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = -500
				}
				add_equipment_to_stockpile = {
					type = power_armor_equipment
					amount = -500
				}
				add_manpower = -500
				add_ideas = bos_chinese_stealth_suits
				country_event = nf_brotherhood_expeditions.1304
			}
		}
		ai_chance = {
			base = 90
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1301.rhombians #save lives not paladins!!
		trigger = {has_government = ruler}
		random_list = {
			80 = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = -200
				}
				add_equipment_to_stockpile = {
					type = power_armor_equipment
					amount = -200
				}
				add_to_variable = {
					var = bos_paladins_ready
					value = -1
					tooltip = paladin_math_tooltip
				}
				add_manpower = -200
				add_ideas = bos_chinese_stealth_suits
				country_event = nf_brotherhood_expeditions.1304
			}
			20 = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = -400
				}
				add_equipment_to_stockpile = {
					type = power_armor_equipment
					amount = -400
				}
				add_manpower = -400
				add_ideas = bos_chinese_stealth_suits
				country_event = nf_brotherhood_expeditions.1302
			}
		}
		ai_chance = {
			base = 90
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1301.troika ##troika shows them wrath ##tl;dr implant flexing
		trigger = {has_government = intellectuals}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = -250
		}
		add_equipment_to_stockpile = {
			type = power_armor_equipment
			amount = -250
		}
		add_manpower = -250
		add_ideas = bos_chinese_stealth_suits
		country_event = nf_brotherhood_expeditions.1304
		ai_chance = {
			base = 90
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1301.reformers
		trigger = {has_government = people}
		add_ideas = bos_china_payments
		country_event = 
		{ 
			id = nf_brotherhood_expeditions.1303
			days = 30
		} ##splice into the peaceful path.
		ai_chance = {
			base = 90
		}
	}
}
#Sailing the Yangtze: Cutting Our Losses
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1302" }
	id = nf_brotherhood_expeditions.1302
	title = nf_brotherhood_expeditions.1302.t
	desc = nf_brotherhood_expeditions.1302.d
	picture = GFX_event_tanker
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1302.a ##Didn't return empty handed
		set_temp_variable = {BOS_knowledge_gain = 1}
		bos_add_knowledge = yes
		ai_chance = {
			base = 100
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1302.b #Scrolls will reflect their bravery
		add_political_power = 20
		add_war_support = 0.05
		add_stability = 0.05
		ai_chance = {
			base = 0
		}
	}
}
#Sailing the Yangtze: Paying to Pass
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1303" }
	id = nf_brotherhood_expeditions.1303
	title = nf_brotherhood_expeditions.1303.t
	desc = nf_brotherhood_expeditions.1303.d
	picture = GFX_event_BRK_wasteland_boat_militia
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1303.a #that went well
		country_event = {id = nf_brotherhood_expeditions.1304 days = 30}
	}

}
#Sailing the Yangtze: Up River
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1304" }
	id = nf_brotherhood_expeditions.1304
	title = nf_brotherhood_expeditions.1304.t
	desc = nf_brotherhood_expeditions.1304.d
	picture = GFX_event_sub_generic_factory
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1304.a #mountains
		country_event = {
			id = nf_brotherhood_expeditions.1305
			days = 30
		}
		ai_chance = {
			base = 90
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1304.b #military base
		country_event = {
			id = nf_brotherhood_expeditions.1307
			days = 30
		}
		ai_chance = {
			base = 10
		}
	}
}
#Sailing the Yangtze: Mountain Bunker
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1305" }
	id = nf_brotherhood_expeditions.1305
	title = nf_brotherhood_expeditions.1305.t
	desc = nf_brotherhood_expeditions.1305.d
	picture = GFX_event_sub_generic_tunnel
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1305.a #there was space for a million
		country_event = {
			id = nf_brotherhood_expeditions.1306
			days = 30
		}
	}

}
#Sailing the Yangtze: Space for a Million
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1306" }
	id = nf_brotherhood_expeditions.1306
	title = nf_brotherhood_expeditions.1306.t
	desc = nf_brotherhood_expeditions.1306.d
	picture = GFX_event_vault_city
	is_triggered_only = yes
	fire_only_once = yes

	option = {
		name = nf_brotherhood_expeditions.1306.a #what can we apply to our bunker?
		set_technology = { underground_hydroponics_tech = 1 }
		set_technology = { underground_ventilation_tech = 1 }
		set_technology = { underground_security_tech = 1 }
		set_technology = { agriculture_industry_tech_6 = 1}
		set_technology = { agriculture_industry_tech_7 = 1}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				AND = {		has_tech = underground_hydroponics_tech 
				has_tech = underground_ventilation_tech
				has_tech = underground_security_tech
				has_tech = agriculture_industry_tech_6
				has_tech = agriculture_industry_tech_7}
			}
			modifier = {has_government = elites factor = 0}
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1306.b ##We took as many books as we could.
		set_temp_variable = {BOS_knowledge_gain = 4}
		bos_add_knowledge = yes
		ai_chance = {
			base = 20
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1306.c ##We focused on how it was built.
		add_ideas = {bos_chinese_old_world_construction}
		set_temp_variable = {
			BOS_maximum_space_to_change = 30
		}
		bos_change_maximum_space = yes
		bos_improve_bunker_construction = yes
		bos_improve_bunker_construction = yes
		ai_chance = {
			base = 10
			modifier = {has_government = elites factor = 0}
		}
	}
	option = {
		name = nf_brotherhood_expeditions.1306.e ##We ensured the Emperor would never get it ##rhombians/maxsonians
		trigger = {
			OR = { 
				has_government = elites
				has_government = ruler
			}
		}
		set_temp_variable = {BOS_knowledge_gain = 2}
		bos_add_knowledge = yes
		set_technology = { underground_security_tech = 1 }
		add_ideas = bos_china_guarding_tomorrow
		ai_chance = {
			base = 60
		}
	}
}
#Sailing the Yangtze: Prepared for Occupation
country_event = {
	immediate = { log = "[GetDateText]: [Root.GetName]: event nf_brotherhood_expeditions.1307" }
	id = nf_brotherhood_expeditions.1307
	title = nf_brotherhood_expeditions.1307.t
	desc = nf_brotherhood_expeditions.1307.d
	picture = GFX_event_robots_3
	is_triggered_only = yes
	fire_only_once = yes

	option = { #the aircraft
		name = nf_brotherhood_expeditions.1307.a
		add_equipment_to_stockpile = {
			type = vb_gunship_equipment 
			amount = 125
			producer = USA
		}
		add_equipment_to_stockpile = {
			type = vb_transport_plane_equipment
			amount = 25
			producer = USA
		}
		add_equipment_to_stockpile = {
			type = fighter_equipment_5
			amount = 25
			producer = USA
		}
		
		ai_chance = {
			base = 33
		}
		##Total IC = 240*25, 125*200 +65*2*25 = ~34k IC
	}
	option = { #the supplies for policing
		name = nf_brotherhood_expeditions.1307.b
		add_equipment_to_stockpile = {
			type = heavy_infantry_equipment_2
			amount = 5500
			producer = USA
		}
		##Total IC = 32.5K
		ai_chance = {
			base = 33
		}
	}
	option = { #Whatever was destined for the front
		name = nf_brotherhood_expeditions.1307.c
		add_equipment_to_stockpile = {
			type = energy_equipment_3 ##7K IC
			amount = 1000
			producer = USA
		}
		add_equipment_to_stockpile = {
			type = tank_equipment_4
			amount = 150
			producer = USA
		}
		add_equipment_to_stockpile = { #25 to make a division. The IC advantage is miniscule, 17IC PA vs 21.
			type = support_robot_two_legs_equipment_4 #8.4K IC
			amount = 400
			producer = USA
		}
		add_equipment_to_stockpile = {
			type = power_armor_equipment_4 #15K IC
			amount = 850
			producer = USA
		}
		ai_chance = {
			base = 33
		}
		##31.3K IC not including tanks (assumption: Not all of these will be used by everyone.)
		##44.0K IC including tanks.
	}
}
##copied from SHI's cool stuff by KD.
country_event = {
	id = nf_brotherhood_operations.1
	title = nf_shi.1.t
	desc = nf_shi.1.d
	picture = GFX_event_generic_caravan_game
	is_triggered_only = yes

	option = {
		name = nf_shi.1.a
		set_temp_variable = { caps_to_add = -15 }
		add_caps = yes
		hidden_effect = {
			country_event = {
				id = nf_brotherhood_operations.2
				days = 10
			}
		}
		ai_chance= {
			base = 1
		}
	}
	option = {
		name = nf_shi.1.b
		ai_chance = {
			base = 1
		}
	}
}
country_event = {
	id = nf_brotherhood_operations.1001
	title = nf_brotherhood_operations.1001.t
	desc = nf_brotherhood_operations.1001.d
	picture = GFX_event_generic_caravan_game
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nf_brotherhood_operations.1001.a
		SHI = {
			set_country_flag = bos_cell
			custom_effect_tooltip = bos_cell_infiltration_tt
		}

		ai_chance = {
			base = 1
		}
	}
}
country_event = {
	id = nf_brotherhood_operations.2
	title = nf_shi.2.t
	desc = nf_shi.2.d
	picture = GFX_event_generic_caravan_game
	is_triggered_only = yes

	option = {
		name = nf_shi.2.a
		set_temp_variable = { caps_to_add = -45 }
		add_caps = yes
		hidden_effect = {
			BOS = {
				country_event = {
					id = nf_brotherhood_operations.3
				}
			}
			random_list = {
				75 = {
					country_event = {
						id = nf_brotherhood_operations.5
						days = 25
					}
				}
				25 = {
					country_event = {
						id = nf_brotherhood_operations.4
						days = 25
					}
				}
			}
			random_list = {
				75 = {
					country_event = {
						id = nf_brotherhood_operations.5
						days = 50
					}
				}
				25 = {
					country_event = {
						id = nf_brotherhood_operations.4
						days = 50
					}
				}
			}
			random_list = {
				75 = {
					country_event = {
						id = nf_brotherhood_operations.5
						days = 75
					}
				}
				25 = {
					country_event = {
						id = nf_brotherhood_operations.4
						days = 75
					}
				}
			}
			country_event = {
				id = nf_brotherhood_operations.6
				days = 100
			}
		}
		ai_chance = {
			base = 1
		}
	}
	option = {
		name = nf_shi.2.b
		ai_chance = {
			base = 1
		}
	}
}

country_event = {
	id = nf_brotherhood_operations.3
	title = nf_shi.3.t
	desc = nf_shi.3.d
	picture = GFX_event_generic_caravan_game
	is_triggered_only = yes

	option = {
		name = nf_shi.3.a
		add_political_power = -75
		FROM = {
			clr_country_flag = bos_cell
		}
		custom_effect_tooltip = shi_cell_abandon_tt
		ai_chance = {
			base = 1
		}
	}
	option = {
		name = nf_shi.3.b
		ai_chance = {
			base = 1
		}
	}
}

country_event = {
	id = nf_brotherhood_operations.4
	title = nf_shi.4.t
	desc = nf_shi.4.d
	picture = GFX_event_generic_caravan_game
	is_triggered_only = yes

	option = {
		name = nf_shi.4.a
		set_temp_variable = { caps_to_add = -15 }
		add_caps = yes
		ai_chance = {
			base = 1
		}
	}
	option = {
		name = nf_shi.4.b
		set_country_flag = bos_investigation_failed
		ai_chance = {
			base = 1
		}
	}
}

country_event = {
	id = nf_brotherhood_operations.5
	title = nf_shi.5.t
	desc = nf_shi.5.d
	picture = GFX_event_generic_caravan_game
	is_triggered_only = yes

	option = {
		name = nf_shi.5.a
	}
}

country_event = {
	id = nf_brotherhood_operations.6
	title = nf_shi.6.t
	picture = GFX_event_generic_caravan_game
	desc = {
		trigger = {
			NOT = {
				has_country_flag = bos_investigation_failed
			}
		}
		text = nf_shi.6.da
	}
	desc = {
		trigger = {
			has_country_flag = bos_investigation_failed
		}
		text = nf_shi.6.db
	}

	is_triggered_only = yes

	option = {
		trigger = {
			NOT = {
				has_country_flag = bos_investigation_failed
			}
		}
		name = nf_shi.6.a
		clr_country_flag = bos_cell
		set_country_flag = bos_expelled
		BOS = {
			country_event = {
				id = nf_brotherhood_operations.7
			}
		}
	}

	option = {
		trigger = {
			has_country_flag = bos_investigation_failed
		}
		name = nf_shi.6.b
		clr_country_flag = bos_investigation_failed
	}
}

country_event = {
	id = nf_brotherhood_operations.7
	title = nf_shi.7.t
	desc = nf_shi.7.d
	picture = GFX_event_generic_caravan_game
	is_triggered_only = yes

	option = {
		name = nf_shi.7.a
		add_political_power = -100
		set_temp_variable = { caps_to_add = -35 }
		add_caps = yes
	}
}

# vim: set ft=pdx tw=79 :6